Peace Phoenix said...
I have tried to do some tests, I have think to have found where the 31% come from:
Civilization capital : 25%
Stock Market : 10%
Multimedia center on bonus: 30% * (1 + 100%) = 60 %
Total moral bonus: 95%
impact of morale building: 95% (1 - 67%) = 95%/3 = 31%.
Here is where the 31% come from.
Basically, your population have a huge negative impact onf your morale.
And it seems to work the same way for native ability: it is based on you empire morale bonus and decrease with the population. |
I think you're on the right track. I copied down numbers from planets in my current game, and I get a pretty close match to the observed values. Here are the formulae I used:
If
B = total morale increase of all buildings on a planet (as shown on planet details)
and
P = percent unhappy due to population (from Approval tooltip)
then
"+x% from buildings" = (1-P) * B
Moreover, if
C = total civ-wide morale increase (as shown on civ statistics page)
then
"+x% from native ability" ˜= ( (1-P) * C ) ^ 0.8
I don't get exact matches to the values shown in the game, but they're within a percent most of the time. Moreover, the tooltip morale value is always the sum of the other values in the tooltip. But it's usually different from the displayed "Approval" value. I don't understand what factor converts from morale to approval.
After playing with this math in Excel for a while, I learned a couple of things.
(1) This is an extremely unintuitive way to calculate morale. When you read a description that, say, Ultra Spices give a 10% morale boost, it's basically a complete lie. The actual boost will range from 15% on a planet with no population unhappiness, to 3% on a planet with extreme population unhappiness.
(2) The more population you have, the less improvement you'll get from a +morale building, tech or trade good. So rush-buying an Entertainment Network on a planet with lots of population unhappiness is probably not going to help much. There appears to be no effective way to keep a high population planet happy. The only real solution is to keep your populate low in the first place (or to send billions out in a transport to die, thus making all the survivors "happy").
(3) The AI doesn't seem to be playing by the same calculation as the player. I have several times conquered an AI planet late in the game, and found 3-4 farms with no happiness buildings. For the human player, this would be a recipie for extremely low morale. How does the AI get away with it?
Does anyone from Stardock want to respond to this thread? Have we figured out the mechanics correctly? Is the really the inteded behavior of the morale system, or is it a bug?