City Morale

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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.

Every city report cycle morale modifiers are summed together and added to the city's current morale.

Positive Morale Modifiers

Total Morale caps at +9.

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.)
Cosmopolitan +1 Avatar is in or has been in city's solar system in the past 24 hours.
Lounge +1 There is more than 1 Cantina space per 50 population.
Church +2 There are 2 extra Church spaces over 1 space per 45 population.
Liquor +1 Liquor products are available at the city.


Negative Morale Modifiers

Modifier Penalty Cause
Alien Invader -1 City citizen's Phylum or ecological role differs from the indigenous population.
Abandonment -1 per building per day System has not been visited by an avatar in 72 hours and Land owner account is inactive. (2019-12-04 Land Update.)
Decay -1 Per Building Decayed City is abandoned and population is gone.
Buildings Destroyed -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.
Occupation -5 City has been recently occupied by a new empire. Erodes by +1 for every 20% of loyal population.
Overpopulation -1 per +10% World population exceeds cap.
Population cap is [1/288.5 × VolumeLimit], or [1/144.25 × VolumeLimit] for Ringworlds.
Overworked -1 City has more jobs than homes and all homes are full.
Homelessness -1 per 4 homeless citizens, max -10 Penalty imposed when citizen population exceeds the number of homes.
Cramped Living Conditions -3 Too many small homes. Must be: [Small homes > Medium homes + (Large homes × 2)]
Unemployment -1 to -5, depending on unemployment % Unemployment occurs when the number of citizens exceeds the number of jobs by more than 5%.
Arena wanted -1 for every arena needed, max -2 Citizens want 1 arena per 175 population.
Cantina wanted -1 per 175 pop Less than 1 cantina service per 50 population.
Casino wanted -1 for every casino needed, max -2 Citizens want 1 casino service per 200 population.
Church wanted -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 space per 45 population.
Grocery wanted -1 for every grocery needed, max -2 Citizens want 1 grocery space per 100 population.
Hospital wanted -1 for every hospital needed, max -2 Citizens want 1 hospital space per 80 population.
Park wanted -1 for every park needed, max -2 Citizens want 1 park field per 90 population.
Retail Store wanted -1 per 55 pop Citizens want 1 retail store per 55 population.
University wanted -1 per 70 pop Citizens want 1 university per 70 population.
Zoo wanted -1 per 150 pop Citizens want 1 zoo field 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