City Morale: Difference between revisions
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| style="text-align:right;" | -3 if | | style="text-align:right;" | -3 if (Small homes > Medium homes + (Large homes × 2)) | ||
| Too many [[apartment]]s means a lot of people are living pretty close together. | | Too many [[apartment]]s means a lot of people are living pretty close together. | ||
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Revision as of 09:21, 21 April 2020
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 decides how many people can potentially immigrate to a city. It can be between -128 and +127, though the highest possible positive value is +9. When it is positive that number of people will immigrate to the city provided there are homes. If it is negative that many people will leave the city.
Morale Modifiers
Every city report cycle the morale modifiers are summed together and added to the city's current morale.
Morale of the city is affected by these factors. Some of these factors are mutually exclusive.
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. Overrides the Harsh Environment penalty. |
Harsh Environment | -1 | Occurs in harsh environment only due to cramped living conditions. This penalty cannot be avoided. |
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. |
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. |
Cosmopolitan | +1 | Cities get a morale boost when their system is visited by an avatar on line. The bonus lasts one day. |
Abandonment | -1 per day since last visited, starts at -1 after two days | Cities that are not within the land of an avatar 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 the Abandonment page. |
Cramped Living Conditions | -3 if (Small homes > Medium homes + (Large homes × 2)) | 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 by more than 5%. |
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. |
New-style Building Levels
With old-style buildings the number of levels was used to determine the morale impact of a building, under the new-style building system there are no levels anymore and instead the impact of each building on their respective morale value is determined by value in the building design. They can be seen in the Construction menu as "Professional" jobs, not to be confused with "services" which are jobs serving no purpose other than being jobs.
See: Building Update
Building | morale value |
---|---|
Cantina | Lounge |
Church | Auditorium |
Grocery | Store |
Retail Store | Store |
Arena | Arena |
Casino | Lounge |
Hospital | Office |
Park | Field |
University | Auditorium + Shop |
Zoo | Field |