Happiness (Base)
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[edit] Overview
Part of running your own empire is paying attention to the little people that you've stepped on to get there. By balancing your people's delicate sensibilities with your war efforts, you can experience economic growth and success in battle. In general, all of your colonists need to remain happy to be able to continue to function in the way that you would like them to. Keeping them happy depends on various factors, some of which are specific to the race that you play. Just know that if you continue to tax your colonists unfairly then they will quickly become unhappy to the point at which they will no longer pay.
- Happy colonists pay (more) taxes.
- Bases with happy colonists are more resistant to Spy Attacks.
- Cities and Undercities require a certain amount of happiness from the colonists or else they will not provide their extra income, but they will continue to consume food.
- When colonists are unhappy, they will close down Mineral Mines.
- If you send lots of unhappy colonists into space, the happiness of landing colonists will over time decrease (Host 195)
- If you send lots of happy colonists into space, the happiness of landing colonists will increase. (Host 195)
- New ships will start with the same happiness level as the base from which they are built.
- Public Space Ports and Resorts will attract new colonists.
- More Ilegal Books will be collected at Tech Institutes.
- Happy colonists will grow much faster.
[edit] How to increase happiness
- Every race has a tax setting that is better at raising happiness than the other tax settings. For most races, this will be Ultra Conservative.
A detailled overview on how tax settings effect happiness can be found here. - Set your base combat mode to peaceful to gain 1 points of happiness.
- Have a Government Center at your base to increase happiness by 5 if you pay the 5 megacredits maintenance.
- Have Public Space Ports at your base, if available for your race.
- Have Resorts at your base, if available for your race.
- Use the Ship Device Psi-Opps Hisser Unit, if available for your race.
- A Smugglers Cantina has a chance of increasing happiness by 1 for each new contraband generated. Aczanny are exempt from this bonus.
- When the underground markets in your ground bases have contraband that your race likes then you may gain 2 happiness for each, depending on how strongly they like it and your population. Your government cannot buy or sell this type of contraband. You can only gain this type of contraband from another race selling you contraband from a Gold Pod.
- A Tech Institute will increase happiness by 1 for each institute.
- Successfully ground assaulting a Privateer base will cause colonists to celebrate and get happy.
- 101 megacredits at the base at the beginning of the turn will increase happiness by 1.
- 100 or more food at the base at the beginning of the turn will increase happiness by 5.
- 30 or more med units at the base at the beginning of the turn will increase happiness by 2.
- NOTE: Most races can easily give their larger bases +25 Happiness/turn (not including tax modifier).
- Peaceful, Gov Center, PSP, 101 MC, 101 Food, 31 Med.
[edit] How to decrease happiness
- A lack of food will decrease the happiness of a base by 2 to 8 points.
- Having more than 20 Mineral Mines and more than 600k colonists in a base causes a happiness drop by Mineral Mines / 20.
- Having more than 5 smelters and 400k colonists at a ground base will cause a happiness drop equal to the number of smelters divided by 5.
- The amount of happiness lost due to an enemy holding prisoners is based on the percentage of population that the enemy is holding. If they are holding more than 20% of your population you can loose 50 happiness points on 30% of your bases. (Host 195) More info here.
- Attack modes 4 (Crush Kill Destroy!) and 5 (Capture!) cause a 2 point drop in happiness. (Host 195)
- The Mind Crusher ship device decreases happiness by 40.
- The Ground Quake Trigger ship device decreases happiness by 50.
- The Solar Gamma Ray ship device decreases happiness by 30.
- The Hull Plan Napper ship device decreases happiness by 40 when it steals a hull plan.
- If your base is the target of a Sabotage Base Spy Attack then your happiness will decrease by 20.
- The Incite Disorder Spy Attack has a chance of decreasing happiness.
- Exotic Techs used to spread vile propaganda will decrease happiness of all ground bases.
- A ground base within 200 ly of a Privateer ground base will lose 10 happiness (except Cyborg and Evil Empire).
- The River Royale assault units of The Privateer Bands make enemies unhappy by at least 5 points.
- A Privateer will make another Privateer ground base unhappy by 0 to 15 points when the happiness is over 30.
- When a ship is in orbit above a ground base that is holding some of its personnel prisoner, they escape and cause the prison base to lose happiness.
- If the crime level of your ground base is over 100 then you will lose 18 happiness unless you have over 650 food, in which the loss is only 9. Aczanny are immune to this effect.
- If a base takes damage in a space combat, the happiness of the colonists in that bases is reduced by:
HappinessDrop = Damage / 1,000 * Rnd (with a maximum of 100).
- <101 megacredits at the base at the beginning of the turn will decrease happiness by 1.
- <101 food at the base at the beginning of the turn will decrease happiness by 5.
- <31 med units at the base at the beginning of the turn will decrease happiness by 3.
[edit] Limitations
- Happiness has a range of -300 to +300. A happiness below 30 usually means that you are in trouble.
[edit] Special
- The happiness of Cyborg colonists is always 100.
- The happiness of Robots is increases by Emotion Chips.
- When two bases merge, their happiness will also merge.
- When IMT trains Chups to become troops, the ground base happiness drops by 2 out of fear. The happiness may rise or fall as frustration is worked off.
- Transfering colonists from a ship or pod to a base may raise or lower the happiness of the base.
- If you have over 100 megacredits at the ground base then you will gain 1 happiness and if not then you will lose 1. Aczanny are immune to this effect.
- If you have over 100 food at the ground base then you will gain 5 happiness and if not then you will lose 5. Aczanny are immune to this effect.
- If you have over 30 medical units at the ground base then you will gain 2 happiness and if not then you will lose 3. Aczanny are immune to this effect.
- When troops and high guard fight crime, the amount that they reduce crime will increase colonist happiness. Aczanny are immune to this effect. Currently buggy. (Magik-Host199)
- Law vs Chaos: When crime is over 100 and your colonists exceed 10 then you lose 2 happiness. If your race's Law attribute is less than 29 then your colonists have a party and gain 60 happiness. Otherwise, you need to have over 1000 megacredits at the ground base to stop crime, where the happiness level will drop by 10. If you don't have the money then a crime wave is underway and happiness drops by another 20. Aczanny are immune to this effect.
- When the happiness is less than 80, some colonists will change to 'rogue colonists'. They will increase by (colonists / 1000) * ((100 - happiness) / 100) every turn up to a maximum of 1 million. This can range from an increase of 210 rogues at 79 happiness to 4000 at -300 happiness.
[edit] Space-Faring Happiness
As you launch pods into space or take colonists from bases using ships, there are happiness adjustments made probably because not everyone enjoys zero gravity. It is imporant to make sure that your space-faring happiness level remains as high as possible so that you can benefit from new bases being formed with high happiness levels.
- Your space-faring happiness value will start the game at 100.
- When you launch a Life Pod that contains colonists then the space-faring happiness value will change by (Pod Colonists / Empire Colonist Count) * (Base's Happiness - Space-faring Happiness) - 3. Which basically means that the higher the percentage that your colonists in your pod is compared to your empire, the higher the adjustment will be. Also, the difference between your space-faring happiness and the base's happiness will determine if the adjustment is positive or negative. You'd want the base's happiness to be at least 3 points or more than the space-faring happiness. Over time, you may get the space-faring happiness value up to the point where this won't be possible, but you should be able to maintain it at a high value.
- When you create a new base from a pod, the starting happiness level will be 10 less than the space-faring happiness. This is one way to determine your space-faring happiness.
- When transporting from a ship or pod to an existing base, the base's happiness will adjust by: Colonists Transferred / (Colonists Transferred + Coloninsts in Base) * (Space-faring Happiness - Base Happiness). So the more colonists transferred, the larger the impact. That impact will be positive if the base's happiness is lower than the space-faring happiness.
- When transporting from a base to a ship, the space-faring happiness will adjust the same as a life pod.
