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outpost_2:concepts:population_and_morale [2023/10/31 08:13] – blackbox222 | outpost_2:concepts:population_and_morale [2023/11/11 22:31] (current) – [Strategy] arklon | ||
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* Scientists: Scientists are also required to operate certain structures, and can also do [[Outpost 2:Outpost 2 Manual: | * Scientists: Scientists are also required to operate certain structures, and can also do [[Outpost 2:Outpost 2 Manual: | ||
- | Morale is a value computed from a bunch of colony | + | Morale is a " |
+ | |||
+ | ^ Morale Level ^ Min Morale ^ Research Modifier ^ Production Modifier ^ Food Modifier ^ Fertility Modifier ^ Death Modifier ^ | ||
+ | ^ Excellent | ||
+ | ^ Good | 70 | 8 | -10 | 8 | 46 | 500 | | ||
+ | ^ Fair | 45 | 0 | 0 | 0 | 64 | 390 | | ||
+ | ^ Poor | 25 | -8 | 10 | -5 | 82 | 280 | | ||
+ | ^ Terrible | ||
+ | |||
+ | These levels are defined in morale.txt. | ||
+ | |||
+ | In " | ||
+ | |||
+ | ==== Strategy ==== | ||
+ | |||
+ | * Despite there being a " | ||
+ | * Veteran OP2 players strive for 30-40% demand to give a decent reduction to death rate. | ||
+ | * There is limited value in having more than 1 nursery and university: | ||
+ | * Multiple nurseries do not increase birth rate, only decreasing kid death rate by providing 40 capacity for kids, but this is quickly obsoleted when Med Centers become available as they have a base capacity of 50, upgradeable to 75 (and apply to all colonists). | ||
+ | * Mutliple universities do not increase worker training rate (though later in the game multiple universities would allow you to train more than 10 scientists at a time). | ||
+ | * Birth rate and death rate are affected favorably by high morale, so it's in your best interest to keep morale reasonably high. | ||
+ | |||
+ | ==== Morale Model ==== | ||
+ | |||
+ | There are two kinds of morale, Base Conditions, and Events. These are handled separately. | ||
+ | |||
+ | Base conditions are derived from colony | ||
+ | |||
+ | While many of the values in morale.txt are stored as a percentage out of 100, internally the game scales these values to be a fraction out of 256. The calculations described below use the game's scaled value as such, e.g.: | ||
+ | |||
+ | < | ||
+ | Internal Value = ((Percent * 256) + 50) / 100 | ||
+ | </ | ||
+ | |||
+ | The game also stores various ratios described below in terms of hundredths of a percent (i.e. 100% = 10000) to avoid floating point rounding errors in calculation. | ||
+ | |||
+ | === Event Morale Decay === | ||
+ | |||
+ | First, event morale decays according to the following formulas: | ||
+ | < | ||
+ | Event Morale = (Event Morale * EVENT_DEC_RATE + (255 if Event Morale is negative)) / 256 | ||
+ | </ | ||
+ | |||
+ | Adding 255 in the case that event morale is negative ensures that it will get back to 0 given enough time. EVENT_DEC_RATE is a value from morale.txt used to adjust the decay rate. | ||
+ | |||
+ | === Base Conditions === | ||
+ | |||
+ | Next, base conditions are calculated, determining how current colony conditions affect morale. | ||
+ | |||
+ | ** Residence Demand ** | ||
+ | |||
+ | First, if residence capacity is nonzero, residence demand is computed using the following formula: | ||
+ | |||
+ | < | ||
+ | Residence Demand = ((Kids + Workers + Scientists)) * 100 / Total Residence Capacity | ||
+ | </ | ||
+ | |||
+ | Total residence capacity is the sum of Production_Capacity (as defined in building.txt and upgradeable by techs) for all residences the player has (by default, Residence = 25, Advanced Residence = 50, Reinforced Residence = 40. Residence can be upgraded to 75 via the Environmental Psychology tech). | ||
+ | |||
+ | As mentioned before, this (and all ratios in this section) is essentially a percentage stored in terms of hundredths of a percent, to avoid rounding errors (in other words, 100% = 10000). | ||
+ | |||
+ | If residence capacity is 0, this gets set to 100%. | ||
+ | |||
+ | ** Food Supply ** | ||
+ | |||
+ | A food supply level is calculated based on the following logic: | ||
+ | |||
+ | * Surplus if Food Production > Food Consumption | ||
+ | * Starving if there is a food deficit | ||
+ | * Deficit (Big Supply) if (Scientists + Workers + Kids) * 15 < Food Stored otherwise Deficit | ||
+ | |||
+ | ** Disabled Building Ratio ** | ||
+ | |||
+ | This ratio is computed based on: | ||
+ | |||
+ | < | ||
+ | Disabled Building Ratio = (Num Buildings - Num Idle Buildings - Num Active Buildings) * 100 / Num Buildings | ||
+ | </ | ||
+ | |||
+ | In the cases of no buildings (or all buildings idle), or all buildings disabled, the ratio gets set to 0 or 100% respectively. | ||
+ | |||
+ | ** Rec Center / Forum Demand ** | ||
+ | |||
+ | This defaults to 100% if rec center and forum capacity are both 0, otherwise: | ||
+ | |||
+ | < | ||
+ | Rec and Forum Demand = (Total Population * 100) / (Total Forum Capacity + Total Rec Center Capacity) | ||
+ | </ | ||
+ | |||
+ | ** Operational Building Checks ** | ||
+ | |||
+ | The game records whether there are any active Nursery, University, and GORF (storing this as a boolean separately for each building type). | ||
+ | |||
+ | ** DIRT Average Damage Prevention ** | ||
+ | |||
+ | ** TODO: ** This part needs some more analysis to determine how the game figures out DIRT damage prevention | ||
+ | |||
+ | ** Unoccupied Colonists ** | ||
+ | |||
+ | Unless the population solely consists of Kids (in which case this value defaults to 0), unoccupied colonist percentage is determined: | ||
+ | |||
+ | < | ||
+ | Unoccupied Colonist Ratio = ((Available Workers + Available Scientists) * 100) / (Workers + Scientists) | ||
+ | </ | ||
+ | |||
+ | ** Scientists as Workers ** | ||
+ | |||
+ | This is set to 0 if the player has no scientists, otherwise: | ||
+ | |||
+ | < | ||
+ | Scientists as Workers Ratio = ((Scientists As Workers * 100) / Scientists | ||
+ | </ | ||
+ | |||
+ | ** Overcrowding Multiplier ** | ||
+ | |||
+ | An overcrowding multiplier is determined from residence demand, based on values in morale.txt. | ||
+ | |||
+ | ^ Residence Demand ^ Modifier ^ Total ^ | ||
+ | | <= 100% (None) | ||
+ | | <= 133% (Low) | -1 | -1 | | ||
+ | | <= 166% (Med) | -1 | -2 | | ||
+ | | <= 200% (High) | ||
+ | | > 200% (Max) | -2 | -6 | | ||
+ | |||
+ | ** Food Modifier ** | ||
+ | |||
+ | This also comes from morale.txt and is based on the food supply level computed earlier, stacking as follows: | ||
+ | |||
+ | ^ Food Supply | ||
+ | | Surplus | ||
+ | | Deficit (Big Supply) | 1 | 3 | | ||
+ | | Deficit | ||
+ | | Starving | ||
+ | |||
+ | ** Disabled Building Modifier ** | ||
+ | |||
+ | Also from morale.txt, this corresponds to the disabled building ratio, stacking as follows: | ||
+ | |||
+ | ^ Ratio ^ Modifier ^ Total ^ | ||
+ | | 0% (Low) | 2 | 2 | | ||
+ | | <33% (Med) | -1 | 1 | | ||
+ | | <66% (High) | ||
+ | | 66%+ (Max) | -2 | -2 | | ||
+ | | 10000 (default) | Same as Low || | ||
+ | |||
+ | ** Rec/Forum Demand Modifier ** | ||
+ | |||
+ | This stacks similarly to the previous modifiers, defined as 1 in morale.txt: | ||
+ | |||
+ | ^ Demand | ||
+ | | <= 100% (Low) | 1 | 1 | | ||
+ | | <= 150% (Med) | 1 | 2 | | ||
+ | | <= 200% (High) | 1 | 3 | | ||
+ | | > 200% (Max) | 1 | 3 | | ||
+ | |||
+ | ** Med Center Demand Modifier ** | ||
+ | |||
+ | ^ Demand | ||
+ | | <= 100% (Low) | 1 | 1 | | ||
+ | | <= 150% (Med) | 1 | 2 | | ||
+ | | <= 200% (High) | ||
+ | | > 200% (Max) | 1 | 3 | | ||
+ | | 10000 (default) | 0 | | | ||
+ | |||
+ | ** Operational Modifiers ** | ||
+ | |||
+ | * >= 1 active Nursery: 2 | ||
+ | * >= 1 active University: 2 | ||
+ | |||
+ | ** Disaster Warning Systems ** | ||
+ | |||
+ | This checks the required tech of the quake, lightning, tornado, volcano, or meteor unit, the tech ID comes from weapons.txt. | ||
+ | |||
+ | * Seismology (03201) researched: 2 (DIS_QUAKE_ON) | ||
+ | * Meteorology (05302) researched: 2 (DIS_ELEC_ON) | ||
+ | * Severe Atmospheric Disturbances (05303) researched: 2 (DIS_SAND_ON) | ||
+ | * Vulcanology (03202) researched: 2 (DIS_VOL_ON) | ||
+ | * Meteor detection (08317 -> 08316) researched: 2 (DIS_MET_ON) | ||
+ | |||
+ | All of these are additive (i.e. add 2 if the tech is researched, 0 otherwise) | ||
+ | |||
+ | ** DIRT Damage Prevention Modifiers ** | ||
+ | |||
+ | These are cumulative as before. | ||
+ | |||
+ | ^ Avg Damage Prevention ^ Modifier ^ Total ^ | ||
+ | | < 625 (Low) | 1 | 1 | | ||
+ | | >= 625 (Med) | 1 | 2 | | ||
+ | | >= 1250 (High) | ||
+ | | >= 1775 (Max) | 1 | 4 | | ||
+ | |||
+ | ** Unoccupied Colonists Modifiers ** | ||
+ | |||
+ | ^ Unoccupied Colonist % ^ Modifier ^ Total ^ | ||
+ | | >= 10% (Low) | -1 | -1 | | ||
+ | | >= 30% (Med) | -2 | -3 | | ||
+ | | >= 50% (High) | ||
+ | |||
+ | ** Scientists as Workers Modifiers ** | ||
+ | |||
+ | ^ Scientists as Workers % ^ Modifier ^ Total ^ | ||
+ | | >= 5% (Low) | -1 | -1 | | ||
+ | | >= 20% (Med) | -1 | -2 | | ||
+ | | >= 40% (High) | ||
+ | | >= 65% (Max) | -3 | -7 | | ||
==== Population Model ==== | ==== Population Model ==== | ||
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Scientist training is not handled here, because that is something that is manually initiated at the University by the player. | Scientist training is not handled here, because that is something that is manually initiated at the University by the player. | ||
- | |||
- | ==== Strategy ==== | ||
- | |||
- | * Despite there being a " | ||
- | * There is limited value in having more than 1 nursery and university: | ||
- | * Multiple nurseries do not increase birth rate, only decreasing kid death rate by providing 40 capacity for kids, but this is quickly obsoleted when Med Centers become available as they have a base capacity of 50, upgradeable to 75 (and apply to all colonists). | ||
- | * Mutliple universities do not increase worker training rate (though later in the game multiple universities would allow you to train more than 10 scientists at a time). | ||
- | * Birth rate and death rate are affected favorably by high morale, so it's in your best interest to keep morale reasonably high. |