City Morale: Difference between revisions

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(→‎Morale Modifiers: Added "Buildings Destroyed" and more links. Made table sortable and reordered a little.)
(Updated Morale Buildings penalties. moved building blueprint information to another page.)
 
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{{Revision|Could use some prettying up, the table seems a little messy.}}
[[City]] Morale determines how citizens migrate to or from a city. Positive morale attracts new citizens and causes higher birthrates, while negative morale drives them away.


Morale of a [[city]]'s population is a number between -20 and 20. Every city report cycle the morale of a city changes depending on the morale modifiers.
Morale modifiers have instant effects, with the sum of their effects being visible on [[City_Report|city reports]]. This makes it possible to see immigration and emigration in the same report.


==Morale Modifiers==
==Positive Morale Modifiers==
Morale of the citizens in a [[city]] is effected by these factors. Some of these factors are mutually exclusive of each other.
Total Morale caps at +8.


{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
! Cause !! Morale Effect !! Notes
! Name
! Bonus
! Cause
|-
| Food Variety
| style="text-align:center;" | Up to +2
| Many Food varieties fulfill citizen's [[Ecological_Role|ecological role]] diet. Smaller diets need less food types.
|-
| Founder
| style="text-align:center;" | Up to +2
| City-founding avatar is part of city's '''current''' empire or another friendly empire. Negative if enemy empire. ([http://hazeron.com/mybb/showthread.php?tid=2063 2019-12-09 Founder Update.])
|-
| Lounge / Liquor
| style="text-align:center;" | Up to +2
| +1 For having no lounge morale penalty and having at least 1 extra [[lounge]] job.<br>+1 For available [[liquor]].
|-
| Church
| style="text-align:center;" | Up to +2
| Up to +2 for each extra [[church]] professional jobs more than needed to prevent morale penalty.
|}
 
==Negative Morale Modifiers==
 
{| class="wikitable sortable"
|+
! Modifier
! Penalty
! Cause
|-
|-
| Alien Invader
| Alien Invader
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs on habitable worlds when the [[phylum]] or [[Ecological_Role|ecological role]] of the citizen DNA differs from the indigenous population.
| City citizen's [[phylum]] ''or'' [[Ecological_Role|ecological role]] differs from the [[Indigenous_Population|indigenous population]] and the "invading" species has a higher population than the indigenous one.
|-
|-
| Decay
| Decay
| style="text-align:right;" | -1 Per Building Decayed
| style="text-align:center;" | -1 Per Building Decayed
| Cities decay due to [[abandonment]] and underpopulation.
| City is [[decay]]ing because the population is gone.
|-
|-
| Buildings Destroyed
| Destroyed Buildings
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs if the city has one or more [[buildings]] destroyed.
| A city [[buildings|building]] has been destroyed by weapons in the last 24 hours.
|-
| Harsh Environment Without Power
| style="text-align:right;" | -2
| Occurs in harsh environment only due to cramped living conditions and no power.
|-
|-
| Harsh Environment
| Harsh Environment
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs in harsh environment only due to cramped living conditions. This penalty cannot be advoided.
| City environment is not on breathable inner/habitable/outer world land. Permanent.
|-
|-
| Suffocation
| Harsh Environment Without Power
| style="text-align:right;" | -5
| style="text-align:center;" | -2
| City in harsh environment has no [[air]] at all. 10% of population dies.
| City suffers from a harsh environment and has no electricity. Overrides ''Harsh Environment'' penalty.
|-
|-
| Gasping
| Gasping
| style="text-align:right;" | -1, -2 if available air is less than 1/2 air needed
| style="text-align:center;" | Up to -2
| City in harsh environment has some [[air]] but air is less than the full amount needed.
| City ''Air Consumption'' demand is not met in Harsh Environment.<br>Citizens spend [1 × Population] [[air]] units per report.<br>Only -1 penalty if 50% to 99% of air demand is fulfilled.
|-
|-
| Starvation
| Suffocation
| style="text-align:right;" | -5
| style="text-align:center;" | -5
| City has no food at all. 10% of population dies.
| City in harsh environment has no [[air]]. 10% of population dies. Overrides ''Gasping''.
|-
|-
| Hunger
| Hunger
| style="text-align:right;" | -2
| style="text-align:center;" | -2
| City has some food but less than the full amount needed.
| City ''Food Consumption'' demand is not met.<br>Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report.
|-
|-
| Food Variety
| Starvation
| style="text-align:right;" | +1 or +2 depending on variety and [[Ecological_Role|ecological role]] of citizens
| style="text-align:center;" | -5
| City has enough [[food]] for all citizens and there is a variety of kinds of food. Not applicable when hungry, even if there is variety. Threshold for +2 variety bonus varies by ecological role due to number of food types available to each.
| City has '''no''' food. 10% of population dies. Overrides ''Hunger''.
|-
|-
| Occupation
| Overpopulation
| style="text-align:right;" | -1 to -5 depending on disloyalty level
| style="text-align:center;" | -1 per +5%
| City is controlled by an empire that is not the empire of allegiance of the citizens. This penalty drops slowly as their disloyalty drops, until it turns into a loyalty bonus.
| World population exceeds cap. Starts with -1 at 50% of the population cap, and -1 for every +5% up to -10 at 100%.<br>Population cap is [1/144.25 × VolumeLimit], or [1/72.13 × VolumeLimit] for Ringworlds.
|-
|-
| Loyalty
| Overworked
| style="text-align:right;" | +1 at 50% loyalty, +2 at 90% loyalty
| style="text-align:center;" | -1
| Citizens are loyal to the empire that controls the city. This bonus rises as their loyalty increases.
| City has more jobs than homes and all homes are full.  
|-
| Overpopulation
| style="text-align:right;" | -1 for each 5% above max population
| Maximum global populations are listed in a table in the worlds section.
|-
|-
| Homelessness
| Homelessness
| style="text-align:right;" | -1 per 4 homeless citizens, max -10
| style="text-align:center;" | Up to -10
| Penalty imposed when citizen population exceeds the number of homes.
| Population is higher than Homes. -1 for every 4 population.
|-
| Abandonment
| style="text-align:right;" | -1 for every 7 days since last visited
| Cities need to be visited by your empire or they feel abandoned. A city is "visited" when an [[avatar]] is online in the solar system. See [[#Abandonment Decay|Abandonment Decay]] below.
|-
|-
| Cramped Living Conditions
| Cramped Living Conditions
| style="text-align:right;" | -3 if apartments exceed 3/4 of living space, -2 if apartments exceed 2/3 of living space, -1 if apartments exceed 1/2 of living space
| style="text-align:center;" | -3
| Too many [[apartment]]s means a lot of people are living pretty close together.
| City has too many small home spaces. Penalty starts when [Small homes > Medium homes + (Large homes × 2)]
|-
|-
| Unemployment
| Unemployment
| style="text-align:right;" | -1 to -5, depending on unemployment %
| style="text-align:center;" | Up to -5
| Unemployment occurs when the number of citizens exceeds the number of jobs.
| Population is higher than Jobs. -1 for 5% jobless citizens, -2 for 40%, and -1 more for every +20%.
|-
|-
| Overworked
| Too much Building Volume
| style="text-align:right;" | -1
| style="text-align:center;" | -1 per 1000m³
| Homes are full and jobs are available. There's work to do but no room for more people to move in to help so the current population must do every job.
| World volume limit is being exceeded. Extremely sharp penalty.
|-
|-
| Arena
| Founder
| style="text-align:right;" | -1 for every arena needed, max -2
| style="text-align:center;" | Up to -2
| Citizens want 1 [[arena]] per 175 population.
| City founder is part of an enemy empire. -1 if neutral empire. Positive if friendly. Can only be removed by replacing the [[capitol]] building.
|-
|-
| Cantina
| Arena wanted
| style="text-align:right;" | -1 for every cantina needed, max -2<br>+1 for every excess cantina, max +2<br>Starving, hungry, suffocating or gasping reduces the + bonus by 1.
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[cantina]] per 50 population, minus one if they have [[liquor]].
| City has less [[arena]] professional jobs than needed. Begins after 175 population and otherwise need 1 professional job for every 525 population.
|-
|-
| Casino
| Cantina wanted
| style="text-align:right;" | -1 for every casino needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[casino]] per 200 population.
| City has less [[cantina]] professional jobs than needed. Begins after 50 population and otherwise need 1 professional job for every 150 population.
|-
|-
| Church
| Casino wanted
| style="text-align:right;" | -1 for every church needed, max -2<br>+1 for every excess church, max +2<br>Starving, hungry, suffocating or gasping reduces the + bonus by 1.
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[church]] per 45 population.
| City has less [[casino]] professional jobs than needed. Begins after 200 population and otherwise need 1 professional job for every 600 population.
|-
|-
| Grocery
| Church wanted
| style="text-align:right;" | -1 for every grocery needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[grocery]] per 100 population.
| City has less [[church]] professional jobs than needed. Begins after 45 population and otherwise need 1 professional job for every 135 population.
|-
|-
| Hospital
| Grocery wanted
| style="text-align:right;" | -1 for every hospital needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[hospital]] per 80 population.
| City has less [[grocery]] professional jobs than needed. Begins after 100 population and otherwise need 1 professional job for every 300 population.
|-
|-
| Park
| Hospital wanted
| style="text-align:right;" | -1 for every park needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[park]] per 90 population.
| City has less [[hospital]] professional jobs than needed. Begins after 80 population and otherwise need 1 professional job for every 240 population.
|-
|-
| Police Station
| Park wanted
| style="text-align:right;" | -1 for every police station needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[Police Station|police station]] per 60 population.
| City has less [[park]] professional jobs than needed. Begins after 90 population and otherwise need 1 professional job for every 270 population.
|-
|-
| Retail Store
| Retail Store wanted
| style="text-align:right;" | -1 for every retail store needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[Retail Store|retail store]] per 55 population.
| City has less [[Retail_Store|retail store]] professional jobs than needed. Begins after 55 population and otherwise need 1 professional job for every 165 population.
|-
|-
| University
| University wanted
| style="text-align:right;" | -1 for every university needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[university]] per 70 population.
| City has less [[university]] professional jobs than needed. Begins after 70 population and otherwise need 1 professional job for every 210 population.
|-
|-
| Zoo
| Zoo wanted
| style="text-align:right;" | -1 for every zoo needed, max -2
| style="text-align:center;" | -1 per missing job
| Citizens want 1 [[zoo]] per 150 population.
| City has less [[zoo]] professional jobs than needed. Begins after 150 population and otherwise need 1 professional job for every 450 population.
|-
| Garrison Troops
| style="text-align:right;" | -1 for every 5 excess garrison troops.
| Citizens will tolerate 1 garrison [[troop]] per 30 population, not including the troops at the town square.<br>Each military flag adds up to 5 garrison troops to the troop contingent.<br>Another way to look at it, citizens will tolerate 1 fully manned [[Military_Flag|military flag]] per 150 population.
|}
|}


==Morale Building Specifics==
[[Morale_Building|Morale building]]s use special volume types in the [[Building_Blueprint|building blueprint]] to satisfy citizens. In the [[Construction]] menu they are quantified as "'''Professional Jobs'''".
The need for [[cantina]] and [[Retail_Store|retail store]] professional jobs is special, in that it can be fulfilled by any building types as long as the building blueprint has [[lounge]] or [[store]] volume allocated.
For more information, see the [[Building Blueprint]] page.
[[Category:Science]]
[[Category:Science]]
[[Category:Colonization]]
[[Category:Colonization]]

Latest revision as of 18:46, 10 November 2024

City Morale determines how citizens migrate to or from a city. Positive morale attracts new citizens and causes higher birthrates, while negative morale drives them away.

Morale modifiers have instant effects, with the sum of their effects being visible on city reports. This makes it possible to see immigration and emigration in the same report.

Positive Morale Modifiers

Total Morale caps at +8.

Name Bonus Cause
Food Variety Up to +2 Many Food varieties fulfill citizen's ecological role diet. Smaller diets need less food types.
Founder Up to +2 City-founding avatar is part of city's current empire or another friendly empire. Negative if enemy empire. (2019-12-09 Founder Update.)
Lounge / Liquor Up to +2 +1 For having no lounge morale penalty and having at least 1 extra lounge job.
+1 For available liquor.
Church Up to +2 Up to +2 for each extra church professional jobs more than needed to prevent morale penalty.

Negative Morale Modifiers

Modifier Penalty Cause
Alien Invader -1 City citizen's phylum or ecological role differs from the indigenous population and the "invading" species has a higher population than the indigenous one.
Decay -1 Per Building Decayed City is decaying because the population is gone.
Destroyed Buildings -1 A city building has been destroyed by weapons in the last 24 hours.
Harsh Environment -1 City environment is not on breathable inner/habitable/outer world land. Permanent.
Harsh Environment Without Power -2 City suffers from a harsh environment and has no electricity. Overrides Harsh Environment penalty.
Gasping Up to -2 City Air Consumption demand is not met in Harsh Environment.
Citizens spend [1 × Population] air units per report.
Only -1 penalty if 50% to 99% of air demand is fulfilled.
Suffocation -5 City in harsh environment has no air. 10% of population dies. Overrides Gasping.
Hunger -2 City Food Consumption demand is not met.
Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report.
Starvation -5 City has no food. 10% of population dies. Overrides Hunger.
Overpopulation -1 per +5% World population exceeds cap. Starts with -1 at 50% of the population cap, and -1 for every +5% up to -10 at 100%.
Population cap is [1/144.25 × VolumeLimit], or [1/72.13 × VolumeLimit] for Ringworlds.
Overworked -1 City has more jobs than homes and all homes are full.
Homelessness Up to -10 Population is higher than Homes. -1 for every 4 population.
Cramped Living Conditions -3 City has too many small home spaces. Penalty starts when [Small homes > Medium homes + (Large homes × 2)]
Unemployment Up to -5 Population is higher than Jobs. -1 for 5% jobless citizens, -2 for 40%, and -1 more for every +20%.
Too much Building Volume -1 per 1000m³ World volume limit is being exceeded. Extremely sharp penalty.
Founder Up to -2 City founder is part of an enemy empire. -1 if neutral empire. Positive if friendly. Can only be removed by replacing the capitol building.
Arena wanted -1 per missing job City has less arena professional jobs than needed. Begins after 175 population and otherwise need 1 professional job for every 525 population.
Cantina wanted -1 per missing job City has less cantina professional jobs than needed. Begins after 50 population and otherwise need 1 professional job for every 150 population.
Casino wanted -1 per missing job City has less casino professional jobs than needed. Begins after 200 population and otherwise need 1 professional job for every 600 population.
Church wanted -1 per missing job City has less church professional jobs than needed. Begins after 45 population and otherwise need 1 professional job for every 135 population.
Grocery wanted -1 per missing job City has less grocery professional jobs than needed. Begins after 100 population and otherwise need 1 professional job for every 300 population.
Hospital wanted -1 per missing job City has less hospital professional jobs than needed. Begins after 80 population and otherwise need 1 professional job for every 240 population.
Park wanted -1 per missing job City has less park professional jobs than needed. Begins after 90 population and otherwise need 1 professional job for every 270 population.
Retail Store wanted -1 per missing job City has less retail store professional jobs than needed. Begins after 55 population and otherwise need 1 professional job for every 165 population.
University wanted -1 per missing job City has less university professional jobs than needed. Begins after 70 population and otherwise need 1 professional job for every 210 population.
Zoo wanted -1 per missing job City has less zoo professional jobs than needed. Begins after 150 population and otherwise need 1 professional job for every 450 population.

Morale Building Specifics

Morale buildings use special volume types in the building blueprint to satisfy citizens. In the Construction menu they are quantified as "Professional Jobs".

The need for cantina and retail store professional jobs is special, in that it can be fulfilled by any building types as long as the building blueprint has lounge or store volume allocated.

For more information, see the Building Blueprint page.