City Morale: Difference between revisions
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(Mostly just moved it all to here. Could use a overhaul and more explaining.) |
(→Morale Modifiers: Added "Buildings Destroyed" and more links. Made table sortable and reordered a little.) |
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Morale of the citizens in a [[city]] is effected by these factors. Some of these factors are mutually exclusive of each other. | Morale of the citizens in a [[city]] is effected by these factors. Some of these factors are mutually exclusive of each other. | ||
{| class="wikitable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
! Cause !! Morale Effect !! Notes | ! Cause !! Morale Effect !! Notes | ||
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| style="text-align:right;" | -1 Per Building Decayed | | style="text-align:right;" | -1 Per Building Decayed | ||
| Cities decay due to [[abandonment]] and underpopulation. | | Cities decay due to [[abandonment]] and underpopulation. | ||
|- | |||
| Buildings Destroyed | |||
| style="text-align:right;" | -1 | |||
| Occurs if the city has one or more [[buildings]] destroyed. | |||
|- | |- | ||
| Harsh Environment Without Power | | Harsh Environment Without Power | ||
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| Harsh Environment | | Harsh Environment | ||
| style="text-align:right;" | -1 | | style="text-align:right;" | -1 | ||
| Occurs in harsh environment only due to cramped living conditions. | | Occurs in harsh environment only due to cramped living conditions. This penalty cannot be advoided. | ||
|- | |- | ||
| Suffocation | | Suffocation | ||
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| 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: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. | ||
| Citizens want 1 [[church]] per 45 population. | | Citizens want 1 [[church]] per 45 population. | ||
|- | |- | ||
| Grocery | | Grocery | ||
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| style="text-align:right;" | -1 for every zoo needed, max -2 | | style="text-align:right;" | -1 for every zoo needed, max -2 | ||
| Citizens want 1 [[zoo]] per 150 population. | | Citizens want 1 [[zoo]] per 150 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. | |||
|} | |} | ||
[[Category:Science]] | [[Category:Science]] | ||
[[Category:Colonization]] | [[Category:Colonization]] |
Revision as of 21:57, 6 December 2016
This section is in need of revision. Please help improve it or discuss these issues on the talk page. The reason given is: Could use some prettying up, the table seems a little messy. |
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
Morale of the citizens in a city is effected by these factors. Some of these factors are mutually exclusive of each other.
Cause | Morale Effect | Notes |
---|---|---|
Alien Invader | -1 | Occurs on habitable worlds when the phylum or ecological role of the citizen DNA differs from the indigenous population. |
Decay | -1 Per Building Decayed | Cities decay due to abandonment and underpopulation. |
Buildings Destroyed | -1 | Occurs if the city has one or more buildings destroyed. |
Harsh Environment Without Power | -2 | Occurs in harsh environment only due to cramped living conditions and no power. |
Harsh Environment | -1 | Occurs in harsh environment only due to cramped living conditions. This penalty cannot be advoided. |
Suffocation | -5 | City in harsh environment has no air at all. 10% of population dies. |
Gasping | -1, -2 if available air is less than 1/2 air needed | City in harsh environment has some air but air is less than the full amount needed. |
Starvation | -5 | City has no food at all. 10% of population dies. |
Hunger | -2 | City has some food but less than the full amount needed. |
Food Variety | +1 or +2 depending on variety and ecological role of citizens | 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. |
Occupation | -1 to -5 depending on disloyalty level | 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. |
Loyalty | +1 at 50% loyalty, +2 at 90% loyalty | Citizens are loyal to the empire that controls the city. This bonus rises as their loyalty increases. |
Overpopulation | -1 for each 5% above max population | Maximum global populations are listed in a table in the worlds section. |
Homelessness | -1 per 4 homeless citizens, max -10 | Penalty imposed when citizen population exceeds the number of homes. |
Abandonment | -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 below. |
Cramped Living Conditions | -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 | Too many apartments means a lot of people are living pretty close together. |
Unemployment | -1 to -5, depending on unemployment % | Unemployment occurs when the number of citizens exceeds the number of jobs. |
Overworked | -1 | 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. |
Arena | -1 for every arena needed, max -2 | Citizens want 1 arena per 175 population. |
Cantina | -1 for every cantina needed, max -2 +1 for every excess cantina, max +2 Starving, hungry, suffocating or gasping reduces the + bonus by 1. |
Citizens want 1 cantina per 50 population, minus one if they have liquor. |
Casino | -1 for every casino needed, max -2 | Citizens want 1 casino per 200 population. |
Church | -1 for every church needed, max -2 +1 for every excess church, max +2 Starving, hungry, suffocating or gasping reduces the + bonus by 1. |
Citizens want 1 church per 45 population. |
Grocery | -1 for every grocery needed, max -2 | Citizens want 1 grocery per 100 population. |
Hospital | -1 for every hospital needed, max -2 | Citizens want 1 hospital per 80 population. |
Park | -1 for every park needed, max -2 | Citizens want 1 park per 90 population. |
Police Station | -1 for every police station needed, max -2 | Citizens want 1 police station per 60 population. |
Retail Store | -1 for every retail store needed, max -2 | Citizens want 1 retail store per 55 population. |
University | -1 for every university needed, max -2 | Citizens want 1 university per 70 population. |
Zoo | -1 for every zoo needed, max -2 | Citizens want 1 zoo per 150 population. |
Garrison Troops | -1 for every 5 excess garrison troops. | Citizens will tolerate 1 garrison troop per 30 population, not including the troops at the town square. Each military flag adds up to 5 garrison troops to the troop contingent. Another way to look at it, citizens will tolerate 1 fully manned military flag per 150 population. |