City Morale: Difference between revisions
(→New buildings moral: Added links. Rewrote a few sentences. Minor table fixes.) |
(Updated Morale Buildings penalties. moved building blueprint information to another page.) |
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[[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 | 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== | ||
Total Morale caps at +8. | |||
{| class="wikitable sortable" | |||
|+ | |||
! 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" | {| class="wikitable sortable" | ||
|+ | |+ | ||
! | ! Modifier | ||
! Penalty | |||
! Cause | |||
|- | |- | ||
| Alien Invader | | Alien Invader | ||
| style="text-align: | | style="text-align:center;" | -1 | ||
| | | 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: | | style="text-align:center;" | -1 Per Building Decayed | ||
| | | City is [[decay]]ing because the population is gone. | ||
|- | |- | ||
| | | Destroyed Buildings | ||
| style="text-align: | | style="text-align:center;" | -1 | ||
| | | A city [[buildings|building]] has been destroyed by weapons in the last 24 hours. | ||
|- | |- | ||
| Harsh Environment | | Harsh Environment | ||
| style="text-align: | | style="text-align:center;" | -1 | ||
| | | City environment is not on breathable inner/habitable/outer world land. Permanent. | ||
|- | |- | ||
| | | Harsh Environment Without Power | ||
| style="text-align: | | style="text-align:center;" | -2 | ||
| City | | City suffers from a harsh environment and has no electricity. Overrides ''Harsh Environment'' penalty. | ||
|- | |- | ||
| Gasping | | Gasping | ||
| style="text-align: | | style="text-align:center;" | Up to -2 | ||
| City in | | 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. | ||
|- | |- | ||
| | | Suffocation | ||
| style="text-align: | | style="text-align:center;" | -5 | ||
| City has no | | City in harsh environment has no [[air]]. 10% of population dies. Overrides ''Gasping''. | ||
|- | |- | ||
| Hunger | | Hunger | ||
| style="text-align: | | style="text-align:center;" | -2 | ||
| City | | City ''Food Consumption'' demand is not met.<br>Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report. | ||
|- | |- | ||
| | | Starvation | ||
| style="text-align: | | style="text-align:center;" | -5 | ||
| City has | | City has '''no''' food. 10% of population dies. Overrides ''Hunger''. | ||
|- | |- | ||
| | | Overpopulation | ||
| style="text-align: | | style="text-align:center;" | -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%.<br>Population cap is [1/144.25 × VolumeLimit], or [1/72.13 × VolumeLimit] for Ringworlds. | ||
|- | |- | ||
| | | Overworked | ||
| style="text-align: | | style="text-align:center;" | -1 | ||
| City has more jobs than homes and all homes are full. | |||
| | |||
|- | |- | ||
| Homelessness | | Homelessness | ||
| style="text-align: | | style="text-align:center;" | Up to -10 | ||
| | | Population is higher than Homes. -1 for every 4 population. | ||
|- | |- | ||
| Cramped Living Conditions | | Cramped Living Conditions | ||
| style="text-align: | | style="text-align:center;" | -3 | ||
| | | City has too many small home spaces. Penalty starts when [Small homes > Medium homes + (Large homes × 2)] | ||
|- | |- | ||
| Unemployment | | Unemployment | ||
| style="text-align: | | style="text-align:center;" | 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 | ||
| style="text-align: | | style="text-align:center;" | -1 per 1000m³ | ||
| | | World volume limit is being exceeded. Extremely sharp penalty. | ||
|- | |- | ||
| | | Founder | ||
| style="text-align: | | style="text-align:center;" | 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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -1 per missing job | ||
| | | 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 wanted | ||
| style="text-align: | | style="text-align:center;" | -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 | ||
| style="text-align: | | style="text-align:center;" | -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_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.