(06-15-2018, 03:09 PM)Haxus Wrote: In new cities, morale is simply the sum of those morale influences. There is no morale level to rise or fall. When the +|- factors are listed on the city report, the sum of those values is the current morale of the city.
Morale is limited to the range -128 to 127.
I like this simplfication. The "morale level" always seemed more confusing than useful. At most it made all morale changes be delayed in effect. While a delay before a negative morale modifier caused harm was nice, the added confusion never seemed worth it to me.
(06-15-2018, 03:09 PM)Haxus Wrote: cities
I have one question though. This will only affect "cities"? Not independent buildings?
So in theory, if I make a massive mining outpost without a capitol/police jurisdiction there is no morale effects at all? It might mean that only one citizen will arrive at every interval (13 minutes?), but you would need no morale to make them happy so you can focus the entire population to work rather than waste a lot of them on morale buildings.
How is arriving population limited for independent buildings? One citizen per building per interval? Or one citizen per world per interval?