City Morale: Difference between revisions

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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.
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|city report]] cycle morale modifiers are summed together and added to the city's current morale.
Every [[City_Report|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.
==Positive Morale Modifiers==
Total Morale caps at +9.


{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
! Cause !! Morale Effect !! Notes
! 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.])
|-
| Cosmopolitan
| style="text-align:center;" | +1
| Avatar is in ''or'' has been in city's solar system in the past 24 hours.
|-
| Lounge
| style="text-align:center;" | +1
| There is more than 1 [[Cantina]] space per 50 population.
|-
| Church
| style="text-align:center;" | +2
| There are 2 extra [[Church]] spaces over 1 space per 45 population.
|-
| Liquor
| style="text-align:center;" | +1
| [[Liquor]] products are available at the city.
|}
 
 
==Negative Morale Modifiers==
 
{| class="wikitable sortable"
|+
! 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]].
|-
| Abandonment
| style="text-align:center;" | -1 per building per day
| System has not been visited by an [[avatar]] in 72 hours and [[Land]] owner account is inactive. ([http://hazeron.com/mybb/showthread.php?tid=2058 2019-12-04 Land Update.])
|-
|-
| 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 [[abandonment|abandoned]] and population is gone.
|-
|-
| Buildings Destroyed
| Buildings Destroyed
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs if the city has one or more [[buildings]] destroyed.
| A city [[buildings|building]] has been destroyed by weapons in the last 24 hours.
|-
| Harsh Environment Without Power
| style="text-align:right;" | -2
| Occurs in harsh environment only due to cramped living conditions and no power. Overrides the ''Harsh Environment'' penalty.
|-
|-
| Harsh Environment
| Harsh Environment
| style="text-align:right;" | -1
| style="text-align:center;" | -1
| Occurs in harsh environment only due to cramped living conditions. This penalty cannot be avoided.
| City environment is not on breathable inner/habitable/outer world land. Permanent.
|-
|-
| Suffocation
| Harsh Environment Without Power
| style="text-align:right;" | -5
| style="text-align:center;" | -2
| City in harsh environment has no [[air]] at all. 10% of population dies.
| City suffers from a harsh environment and has no electricity. Overrides ''Harsh Environment'' penalty.
|-
|-
| Gasping
| Gasping
| style="text-align:right;" | -1, -2 if available air is less than 1/2 air needed
| style="text-align:center;" | Up to -2
| City in harsh environment has some [[air]] but air is less than the full amount needed.
| 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.
|-
|-
| Starvation
| Suffocation
| style="text-align:right;" | -5
| style="text-align:center;" | -5
| City has no food at all. 10% of population dies.
| City in harsh environment has no [[air]]. 10% of population dies. Overrides ''Gasping''.
|-
|-
| Hunger
| Hunger
| style="text-align:right;" | -2
| style="text-align:center;" | -2
| City has some food but less than the full amount needed.
| City '''Food Consumption''' demand is not met.<br>Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report.
|-
|-
| Food Variety
| Starvation
| style="text-align:right;" | +1 or +2 depending on variety and [[Ecological_Role|ecological role]] of citizens
| style="text-align:center;" | -5
| 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 has '''no''' food. 10% of population dies. Overrides ''Hunger''.
|-
|-
| Occupation
| Occupation
| style="text-align:right;" | -1 to -5 depending on disloyalty level
| style="text-align:center;" | -5
| 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 been recently occupied by a new empire. Erodes by +1 for every 20% of loyal population.
|-
|-
| Overpopulation
| Overpopulation
| style="text-align:right;" | -1 for each 5% above max population
| style="text-align:center;" | -1 per +10%
| Maximum global populations are listed in a table in the worlds section.
| World population exceeds cap.<br>Population cap is [1/288.5 × VolumeLimit], or [1/144.25 × VolumeLimit] for Ringworlds.
|-
| Overworked
| style="text-align:center;" | -1
| City has more jobs than homes and all homes are full.  
|-
|-
| Homelessness
| Homelessness
| style="text-align:right;" | -1 per 4 homeless citizens, max -10
| style="text-align:center;" | -1 per 4 homeless citizens, max -10
| Penalty imposed when citizen population exceeds the number of homes.
| Penalty imposed when citizen population exceeds the number of homes.
|-
| Cosmopolitan
| style="text-align:right;" | +1
| Cities get a morale boost when their system is visited by an avatar on line. The bonus lasts one day.
|-
| Abandonment
| style="text-align:right;" | -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
| Cramped Living Conditions
| style="text-align:right;" | -3
| style="text-align:center;" | -3
| Too many small homes. Must be: [Small homes > Medium homes + (Large homes × 2)]
| Too many small homes. Must be: [Small homes > Medium homes + (Large homes × 2)]
|-
|-
| Unemployment
| Unemployment
| style="text-align:right;" | -1 to -5, depending on unemployment %
| style="text-align:center;" | -1 to -5, depending on unemployment %
| Unemployment occurs when the number of citizens exceeds the number of jobs by more than 5%.
| Unemployment occurs when the number of citizens exceeds the number of jobs by more than 5%.
|-
|-
| Overworked
| Arena wanted
| style="text-align:right;" | -1
| style="text-align:center;" | -1 for every arena needed, max -2
| 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
| style="text-align:right;" | -1 for every arena needed, max -2
| Citizens want 1 [[arena]] per 175 population.
| Citizens want 1 [[arena]] per 175 population.
|-
|-
| Cantina
| Cantina 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 175 pop
| Citizens want 1 [[cantina]] per 50 population, minus one if they have [[liquor]].
| Less than 1 [[cantina]] service per 50 population.
|-
| Casino
| style="text-align:right;" | -1 for every casino needed, max -2
| Citizens want 1 [[casino]] per 200 population.
|-
|-
| Church
| Casino wanted
| 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:center;" | -1 for every casino needed, max -2
| Citizens want 1 [[church]] per 45 population.
| Citizens want 1 [[casino]] service per 200 population.
|-
|-
| Grocery
| Church wanted
| style="text-align:right;" | -1 for every grocery needed, max -2
| style="text-align:center;" | -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 [[grocery]] per 100 population.
| Citizens want 1 [[church]] space per 45 population.
|-
|-
| Hospital
| Grocery wanted
| style="text-align:right;" | -1 for every hospital needed, max -2
| style="text-align:center;" | -1 for every grocery needed, max -2
| Citizens want 1 [[hospital]] per 80 population.
| Citizens want 1 [[grocery]] space per 100 population.
|-
|-
| Park
| Hospital wanted
| style="text-align:right;" | -1 for every park needed, max -2
| style="text-align:center;" | -1 for every hospital needed, max -2
| Citizens want 1 [[park]] per 90 population.
| Citizens want 1 [[hospital]] space per 80 population.
|-
|-
| Police Station
| Park wanted
| style="text-align:right;" | -1 for every police station needed, max -2
| style="text-align:center;" | -1 for every park needed, max -2
| Citizens want 1 [[Police Station|police station]] per 60 population.
| Citizens want 1 [[park]] field per 90 population.
|-
|-
| Retail Store
| Retail Store wanted
| style="text-align:right;" | -1 for every retail store needed, max -2
| style="text-align:center;" | -1 per 55 pop
| Citizens want 1 [[Retail Store|retail store]] per 55 population.
| Citizens want 1 [[Retail Store|retail store]] per 55 population.
|-
|-
| University
| University wanted
| style="text-align:right;" | -1 for every university needed, max -2
| style="text-align:center;" | -1 per 70 pop
| Citizens want 1 [[university]] per 70 population.
| Citizens want 1 [[university]] per 70 population.
|-
|-
| Zoo
| Zoo wanted
| style="text-align:right;" | -1 for every zoo needed, max -2
| style="text-align:center;" | -1 per 150 pop
| Citizens want 1 [[zoo]] per 150 population.
| Citizens want 1 [[zoo]] field per 150 population.
|-
|-
| Garrison Troops
| Garrison Troops
| style="text-align:right;" | -1 for every 5 excess garrison troops.
| style="text-align:center;" | -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.
| 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.
|}
|}

Revision as of 11:58, 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.

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