outpost_2:outpost_2_manual:morale

Morale

Morale is a measure of the relative happiness of your Colonists. This has an effect on their productivity, health, and birthrate. Morale is listed as a number between 0 and 99. The Colonists' Morale is influenced in two ways: by events and conditions.

Events have a diminishing impact on Morale. Examples of events that affect Morale include births and deaths, completion of research, and the destruction of one of your structures. An important event that can have a powerful effect on your colony's Morale is the destruction of certain enemy structures by your combat units. Your people react very negatively if you destroy an enemy Nursery, Residence, or Medical Center. The immediate impact of an event can be quite strong, but the effect fades as time passes.

Conditions affect Morale all the time, though the effect may change as the state of each condition changes. For example, one condition is the Residence demand. If you have enough Residences to house 50 people, but you have 90 Colonists, the demand (180 percent) will have a negative effect on Morale. Should you build two more Residences (bringing your capacity up to 100, and therefore your demand down to 90 percent), your Morale will improve.

Although conditions have a continuous effect on Morale, not all conditions are checked at the beginning of the game. Some conditions, such as the Recreation Facility demand, are not checked until the technologies that enable them have been researched.

The current values of all conditions are listed in the Morale report in the Command Pane. To see this report, click the Resources Reports button (third from the left), then select MORALE in the list box and click the DETAILS button. Definitions of the conditions that affect Morale can be found in the Morale Report:

This Command Pane display informs you about the Morale of the colony's inhabitants. Each factor listed is an element affecting the colony's Morale. As the game progresses, more factors will be added to the list.

  • Morale Level may be from 0 to 99.
  • Residence Demand indicates the number of Colonists as a percentage of the capacity of all Active Residences. For example, a Residence has a capacity of 25 Colonists. If you have two Residences (capacity of 50) and 75 Colonists, the Residence Demand will be 150 percent.
  • Net Food Production indicates the difference between the food produced and the food used.
  • Disabled Bldg. Ratio indicates the number of Disabled structures as a percentage of all structures in the colony.
  • Unoccupied Colonists indicates the number of Workers and Scientists who are not assigned to operate structures, to research projects, or to University training.
  • Scientists as Workers shows the number of Scientists who are assigned to fill the places of Workers in operating structures.
  • Rec. Center Demand indicates the number of Colonists as a percentage of the capacity of all Active Recreation Facilities. NOTE: After Plymouth develops the Forum, this item changes to Rec./Forum Demand. This item then gives the number of Colonists as a percentage of the capacity of all Active Recreation Facilities and Active Forums.
  • Med. Center Demand provides the number of Colonists as a percentage of the capacity of all Active Medical Centers.
  • Nursery Operational / Not Operational indicates whether the Nursery is Active.
  • University Operational / Not Operational indicates whether the University is Active.
  • GORF Operational / Not Operational indicates whether the GORF is Active.
  • Disaster Warning Systems provides the number of technologies you have researched that will give warning of impending disasters, such as volcanic eruptions or earthquakes.
  • DIRT: Average Damage Prevention indicates the average of the percentages of damage prevented by DIRTs connected to each Command Center.
  • The STRUCTURES button takes you to a list of all facilities that have an effect on Morale (Residences, Recreation Facilities, Forums).
    • The SUMMARY button returns you to the Resources report.
  • Go Back to Colonists - Continue on to Food
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  • outpost_2/outpost_2_manual/morale.txt
  • Last modified: 2016/10/12 21:32
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