City Morale: Difference between revisions

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(→‎Morale Modifiers: Added a little more information.)
(Abandonment doesn't exist. But I assume decay still does.)
 
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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]] decides how many people can potentially immigrate to a city. It can be between -20 and 20. 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 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==
Every [[City_Report|city report]] cycle the morale modifiers are summed together and added to the city's current morale.
Total Morale caps at +8.


Morale of the [[city]] is affected by these factors. Some of these factors are mutually exclusive.
{| 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"
|+
|+
! Cause !! Morale Effect !! Notes
! 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|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.
|-
| Destroyed Buildings
| style="text-align:center;" | -1
| A city [[buildings|building]] has been destroyed by weapons in the last 24 hours.
|-
|-
| Buildings Destroyed
| Harsh Environment
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs if the city has one or more [[buildings]] destroyed.
| City environment is not on breathable inner/habitable/outer world land. Permanent.
|-
|-
| Harsh Environment Without Power
| Harsh Environment Without Power
| style="text-align:right;" | -2
| style="text-align:center;" | -2
| Occurs in harsh environment only due to cramped living conditions and no power. Overrides the ''Harsh Environment'' penalty.
| City suffers from a harsh environment and has no electricity. Overrides ''Harsh Environment'' penalty.
|-
|-
| Harsh Environment
| Gasping
| style="text-align:right;" | -1
| style="text-align:center;" | Up to -2
| Occurs in harsh environment only due to cramped living conditions. This penalty cannot be avoided.
| 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
| Suffocation
| style="text-align:right;" | -5
| style="text-align:center;" | -5
| City in harsh environment has no [[air]] at all. 10% of population dies.
| City in harsh environment has no [[air]]. 10% of population dies. Overrides ''Gasping''.
|-
|-
| Gasping
| Hunger
| style="text-align:right;" | -1, -2 if available air is less than 1/2 air needed
| style="text-align:center;" | -2
| City in harsh environment has some [[air]] but air is less than the full amount needed.
| City ''Food Consumption'' demand is not met.<br>Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report.
|-
|-
| Starvation
| Starvation
| style="text-align:right;" | -5
| style="text-align:center;" | -5
| City has no food at all. 10% of population dies.
| City has '''no''' food. 10% of population dies. Overrides ''Hunger''.
|-
|-
| Hunger
| Overpopulation
| style="text-align:right;" | -2
| style="text-align:center;" | -1 per +5%
| City has some food but less than the full amount needed.
| 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:center;" | -1
| City has more jobs than homes and all homes are full.
|-
| Homelessness
| style="text-align:center;" | Up to -10
| Population is higher than Homes. -1 for every 4 population.
|-
| Cramped Living Conditions
| style="text-align:center;" | -3
| City has too many small home spaces. Penalty starts when [Small homes > Medium homes + (Large homes × 2)]
|-
| Unemployment
| 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:center;" | -1 per 1000m³
| World volume limit is being exceeded. Extremely sharp penalty.
|-
|-
| Food Variety
| Founder
| style="text-align:right;" | +1 or +2 depending on variety and [[Ecological_Role|ecological role]] of citizens
| style="text-align:center;" | Up to -2
| 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 founder is part of an enemy empire. -1 if neutral empire. Positive if friendly. Can only be removed by replacing the [[capitol]] building.
|-
|-
| Occupation
| Arena wanted
| style="text-align:right;" | -1 to -5 depending on disloyalty level
| style="text-align:center;" | -1 per 175 Pop
| 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.
| City has less than 1 [[arena]] professional job per 175 population.
|-
|-
| Loyalty
| Cantina wanted
| style="text-align:right;" | +1 at 50% loyalty, +2 at 90% loyalty
| style="text-align:center;" | -1 per 50 Pop
| Citizens are loyal to the empire that controls the city. This bonus rises as their loyalty increases.
| City has less than 1 [[cantina]] professional job per 50 population.
|-
|-
| Overpopulation
| Casino wanted
| style="text-align:right;" | -1 for each 5% above max population
| style="text-align:center;" | -1 per 200 Pop
| Maximum global populations are listed in a table in the worlds section.
| City has less than 1 [[casino]] professional job per 200 population.
|-
|-
| Homelessness
| Church wanted
| style="text-align:right;" | -1 per 4 homeless citizens, max -10
| style="text-align:center;" | -1 per 45 Pop
| Penalty imposed when citizen population exceeds the number of homes.
| City has less than 1 [[church]] professional job per 45 population.
|-
|-
| Abandonment
| Grocery wanted
| style="text-align:right;" | -1 for every 7 days since last visited
| style="text-align:center;" | -1 per 100 Pop
| 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.
| City has less than 1 [[grocery]] professional job per 100 population.
|-
|-
| Cramped Living Conditions
| Hospital wanted
| 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;" | -1 per 80 Pop
| Too many [[apartment]]s means a lot of people are living pretty close together.
| City has less than 1 [[hospital]] professional job per 80 population.
|-
|-
| Unemployment
| Park wanted
| style="text-align:right;" | -1 to -5, depending on unemployment %
| style="text-align:center;" | -1 per 90 Pop
| Unemployment occurs when the number of citizens exceeds the number of jobs by more than 5%.
| City has less than 1 [[park]] professional job per 90 population.
|-
|-
| Overworked
| Retail Store wanted
| style="text-align:right;" | -1
| style="text-align:center;" | -1 per 55 Pop
| 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.
| City has less than 1 [[Retail Store|retail store]] professional job per 55 population.
|-
|-
| Arena
| University wanted
| style="text-align:right;" | -1 for every arena needed, max -2
| style="text-align:center;" | -1 per 70 Pop
| Citizens want 1 [[arena]] per 175 population.
| City has less than 1 [[university]] professional job per 70 population.
|-
|-
| Cantina
| Zoo 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 150 Pop
| Citizens want 1 [[cantina]] per 50 population, minus one if they have [[liquor]].
| City has less than 1 [[zoo]] professional job per 150 population.
|}
 
==Morale Building Spaces==
Morale Buildings use special spaces in the [[Building_Design|building design]] to satisfy citizens. In the [[Construction]] menu they are quantified as "'''Professional Jobs'''".
 
See: [[Building Update]]
 
{| class="wikitable sortable"
|+
! Building
! Needed Space
|-
|-
| Casino
| [[Cantina]] (or any building with [[lounge]] volume)
| style="text-align:right;" | -1 for every casino needed, max -2
| Lounge
| Citizens want 1 [[casino]] per 200 population.
|-
|-
| Church
| [[Church]]
| 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.
| Auditorium
| Citizens want 1 [[church]] per 45 population.
|-
|-
| Grocery
| [[Grocery]]
| style="text-align:right;" | -1 for every grocery needed, max -2
| Store
| Citizens want 1 [[grocery]] per 100 population.
|-
|-
| Hospital
| [[Retail Store]] (or any building with [[store]] volume)
| style="text-align:right;" | -1 for every hospital needed, max -2
| Store
| Citizens want 1 [[hospital]] per 80 population.
|-
|-
| Park
| [[Arena]]
| style="text-align:right;" | -1 for every park needed, max -2
| Arena
| Citizens want 1 [[park]] per 90 population.
|-
|-
| Police Station
| [[Casino]]
| style="text-align:right;" | -1 for every police station needed, max -2
| Lounge
| Citizens want 1 [[Police Station|police station]] per 60 population.
|-
|-
| Retail Store
| [[Hospital]]
| style="text-align:right;" | -1 for every retail store needed, max -2
| Office
| Citizens want 1 [[Retail Store|retail store]] per 55 population.
|-
|-
| University
| [[Park]]
| style="text-align:right;" | -1 for every university needed, max -2
| Field
| Citizens want 1 [[university]] per 70 population.
|-
|-
| Zoo
| [[University]]
| style="text-align:right;" | -1 for every zoo needed, max -2
| Auditorium + Workshop
| Citizens want 1 [[zoo]] per 150 population.
|-
|-
| Garrison Troops
| [[Zoo]]
| style="text-align:right;" | -1 for every 5 excess garrison troops.
| Field
| 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]]

Latest revision as of 00:29, 2 April 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 175 Pop City has less than 1 arena professional job per 175 population.
Cantina wanted -1 per 50 Pop City has less than 1 cantina professional job per 50 population.
Casino wanted -1 per 200 Pop City has less than 1 casino professional job per 200 population.
Church wanted -1 per 45 Pop City has less than 1 church professional job per 45 population.
Grocery wanted -1 per 100 Pop City has less than 1 grocery professional job per 100 population.
Hospital wanted -1 per 80 Pop City has less than 1 hospital professional job per 80 population.
Park wanted -1 per 90 Pop City has less than 1 park professional job per 90 population.
Retail Store wanted -1 per 55 Pop City has less than 1 retail store professional job per 55 population.
University wanted -1 per 70 Pop City has less than 1 university professional job per 70 population.
Zoo wanted -1 per 150 Pop City has less than 1 zoo professional job per 150 population.

Morale Building Spaces

Morale Buildings use special spaces in the building design to satisfy citizens. In the Construction menu they are quantified as "Professional Jobs".

See: Building Update

Building Needed Space
Cantina (or any building with lounge volume) Lounge
Church Auditorium
Grocery Store
Retail Store (or any building with store volume) Store
Arena Arena
Casino Lounge
Hospital Office
Park Field
University Auditorium + Workshop
Zoo Field