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| outpost_2:concepts:population_and_morale [2023/11/01 06:14] – blackbox222 | outpost_2:concepts:population_and_morale [2026/05/22 01:14] (current) – Fixed formatting and added more info BlackBox | ||
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| There are three classes of colonists in OP2: | There are three classes of colonists in OP2: | ||
| - | * Kids: All colonists start out as Children born at the Nursery. | + | |
| - | * Workers: Workers are required for operation of most structures, and can be trained into up to 10 Scientists at a time at any active University. | + | |
| - | * Scientists: Scientists are also required to operate certain structures, and can also do [[Outpost 2:Outpost 2 Manual: | + | |
| - | Morale is a " | + | **Morale** is a " |
| - | ^ Morale Level ^ Min Morale ^ Research Modifier ^ Production Modifier ^ Food Modifier ^ Fertility Modifier ^ Death Modifier ^ | + | ^ Morale Level ^ `morale.txt` Name ^ Min Morale ^ Research Modifier ^ Production Modifier ^ Food Modifier ^ Fertility Modifier ^ Death Modifier ^ |
| - | ^ Excellent | + | | Excellent |
| - | ^ Good | 70 | 8 | -10 | 8 | 46 | 500 | | + | | Good | `GROOVY` |
| - | ^ Fair | 45 | 0 | 0 | 0 | 64 | 390 | | + | | Fair | `OKAYFINE` |
| - | ^ Poor | 25 | -8 | 10 | -5 | 82 | 280 | | + | | Poor | `UPSET` |
| - | ^ Terrible | + | | Terrible |
| - | These levels | + | Numerous constants governing morale calculations |
| In " | 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). | ||
| + | * Multiple universities do not increase worker training rate (though later in the game, multiple universities can be built in order 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. | ||
| + | * There is no value in researching Leisure Studies / Public Performance (to build Recreation Facilities or Forums). As described below, this does not factor into Morale at all until the tech is researched, at which point it only hurts you due to the Morale penalty from not building any rec centers (which require Workers and Power to run without providing any other benefit). Since it's not a prerequisite for any other techs besides Multitainment Console Upgrade (which increases the capacity of rec centers) there is zero useful reason to research it. | ||
| + | * When playing as Eden, spamming Impulse Items from Consumer Goods Factories is one of the most effective ways to artificially boost morale in the late game by keeping event morale high (so long as you can spare the resources): | ||
| + | * Despite Wares and Luxury Wares giving a larger morale bonus, Impulse Items are more time- and cost-effective due to having a build time of 800 and only requiring 150 common metal. | ||
| + | * Destroying " | ||
| ==== Morale Model ==== | ==== Morale Model ==== | ||
| Line 33: | Line 46: | ||
| 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. | 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. | ||
| + | |||
| + | The following calculations are (roughly) shown in the order the game computes them during a morale update. | ||
| === Event Morale Decay === | === Event Morale Decay === | ||
| - | First, event morale decays according to the following | + | First, event morale decays according to the following |
| < | < | ||
| Event Morale = (Event Morale * EVENT_DEC_RATE + (255 if Event Morale is negative)) / 256 | 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. | + | Adding 255 in the case that event morale is negative ensures that it will get back to 0 given enough time. |
| === Base Conditions === | === Base Conditions === | ||
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| </ | </ | ||
| - | Total residence capacity is the sum of Production_Capacity (as defined in building.txt and upgradeable | + | Total residence capacity is the sum of `Production_Capacity` (as defined in `building.txt`, and can be further modified |
| 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). | 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). | ||
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| ** Overcrowding Multiplier ** | ** Overcrowding Multiplier ** | ||
| - | An overcrowding multiplier is determined from residence demand, based on values | + | An overcrowding multiplier is determined from residence demand, based on the `CROWDED_*` constants |
| ^ Residence Demand ^ Modifier ^ Total ^ | ^ Residence Demand ^ Modifier ^ Total ^ | ||
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| ** Food Modifier ** | ** Food Modifier ** | ||
| - | This also comes from morale.txt and is based on the food supply level computed earlier, stacking as follows: | + | This also comes from morale.txt |
| ^ Food Supply | ^ Food Supply | ||
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| ** Disabled Building Modifier ** | ** Disabled Building Modifier ** | ||
| - | Also from morale.txt, this corresponds to the disabled building ratio, stacking as follows: | + | Based on `DIS_BLD_*` in morale.txt, this corresponds to the disabled building ratio, stacking as follows: |
| ^ Ratio ^ Modifier ^ Total ^ | ^ Ratio ^ Modifier ^ Total ^ | ||
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| | <66% (High) | | <66% (High) | ||
| | 66%+ (Max) | -2 | -2 | | | 66%+ (Max) | -2 | -2 | | ||
| - | | 10000 (default) | Same as Low | + | | 10000 (default) | Same as Low | | |
| ** Rec/Forum Demand Modifier ** | ** Rec/Forum Demand Modifier ** | ||
| - | This stacks similarly to the previous modifiers, defined as 1 in morale.txt: | + | This stacks similarly to the previous modifiers, defined as 1 in morale.txt |
| ^ Demand | ^ Demand | ||
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| | <= 200% (High) | 1 | 3 | | | <= 200% (High) | 1 | 3 | | ||
| | > 200% (Max) | 1 | 3 | | | > 200% (Max) | 1 | 3 | | ||
| + | |||
| + | As stated previously, this modifier *does not apply* if the corresponding tech is not researched (thus there is no point in researching these techs or building these). | ||
| ** Med Center Demand Modifier ** | ** Med Center Demand Modifier ** | ||
| - | ^ Demand | + | These stack and come from `MED_UT_*` in morale.txt. |
| + | |||
| + | ^ Demand | ||
| | <= 100% (Low) | 1 | 1 | | | <= 100% (Low) | 1 | 1 | | ||
| | <= 150% (Med) | 1 | 2 | | | <= 150% (Med) | 1 | 2 | | ||
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| ** Operational Modifiers ** | ** Operational Modifiers ** | ||
| - | * >= 1 active Nursery: 2 | + | ^ Description |
| - | * >= 1 active University: 2 | + | | At least one active Nursery: |
| + | | At least one active University: | ||
| + | |||
| + | These are `NURSERY_ON` and `UNIV_ON` in morale.txt. | ||
| ** Disaster Warning Systems ** | ** Disaster Warning Systems ** | ||
| - | This checks the required tech of the quake, lightning, tornado, volcano, or meteor unit, the tech ID comes from weapons.txt. | + | This checks |
| - | * Seismology | + | ^ Disaster |
| - | | + | | Quake |
| - | * Severe Atmospheric Disturbances | + | | Electrical Storm | Meteorology |
| - | * Vulcanology | + | | Vortex |
| - | | + | | Volcanic Eruption | Vulcanology |
| + | | Meteor | ||
| All of these are additive (i.e. add 2 if the tech is researched, 0 otherwise) | All of these are additive (i.e. add 2 if the tech is researched, 0 otherwise) | ||
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| ** DIRT Damage Prevention Modifiers ** | ** DIRT Damage Prevention Modifiers ** | ||
| - | These are cumulative as before. | + | These are cumulative as before, based on the `DIRT_*` morale.txt constants. |
| ^ Avg Damage Prevention ^ Modifier ^ Total ^ | ^ Avg Damage Prevention ^ Modifier ^ Total ^ | ||
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| | >= 1775 (Max) | 1 | 4 | | | >= 1775 (Max) | 1 | 4 | | ||
| + | ** Unoccupied Colonists Modifiers ** | ||
| + | |||
| + | From `UNOC_*` in morale.txt. | ||
| + | |||
| + | ^ Unoccupied Colonist % ^ Modifier ^ Total ^ | ||
| + | | >= 10% (Low) | -1 | -1 | | ||
| + | | >= 30% (Med) | -2 | -3 | | ||
| + | | >= 50% (High) | ||
| + | |||
| + | ** Scientists as Workers Modifiers ** | ||
| + | |||
| + | From `PHD_WHINE_*` in morale.txt. | ||
| + | |||
| + | ^ Scientists as Workers % ^ Modifier ^ Total ^ | ||
| + | | >= 5% (Low) | -1 | -1 | | ||
| + | | >= 20% (Med) | -1 | -2 | | ||
| + | | >= 40% (High) | ||
| + | | >= 65% (Max) | -3 | -7 | | ||
| + | |||
| + | ** Difficulty Scaling ** | ||
| + | |||
| + | **TODO**: Look into this more (`DIFF_*` in morale.txt). | ||
| + | |||
| + | === Event Morale === | ||
| + | |||
| + | As discussed above, as certain events happen in game, this will adjust the event morale accordingly: | ||
| + | |||
| + | ^ Event ^ `morale.txt` variable ^ Value ^ | ||
| + | | Kid dies | `KID_DIES` | ||
| + | | Adult dies | `ADULT_DIES` | ||
| + | | Kid born | `KID_BORN` | ||
| + | | " | ||
| + | | Regular structure dies | `REG_BUILD_DIES` | ||
| + | | Research completed | ||
| + | | Disaster spawns (tech unresearched) | `DISASTER_NO_WARN` | ||
| + | | Disaster spawns (tech researched) | ||
| + | | Impulse Items produced | ||
| + | | Wares produced | ||
| + | | Luxury Wares produced | ||
| + | | " | ||
| + | | " | ||
| + | | Worker trained | ||
| + | | Scientist trained | ||
| + | | Command Center built | `CC_BORN` | ||
| + | |||
| + | Notes on the above: | ||
| + | * Which disaster modifier gets applied is based on which of the early-warning techs are researched (as described above) | ||
| + | * " | ||
| + | * **TODO**: is this an exhaustive list? | ||
| + | * " | ||
| + | * **TODO**: Are the worker and scientist trained events per-colonist or per-training? | ||
| + | * The event morale is updated at the time the game processes the event, but the actual morale update is deferred until a morale processing cycle (every 256 ticks). | ||
| + | * For this reason, morale changes from events stack without any limit. | ||
| ==== Population Model ==== | ==== Population Model ==== | ||
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| The colony population is updated every 32nd processing tick (256 ticks) for each human player. | The colony population is updated every 32nd processing tick (256 ticks) for each human player. | ||
| - | The following discussion makes use of M_FERT_RATE and M_DIE_RATE from morale.txt. M_FERT_RATE determines the rate at which new kids are born. The values are unintuitive: | + | The following discussion makes use of `M_FERT_RATE` and `M_DIE_RATE` from morale.txt. |
| === Medical Center Capacity === | === Medical Center Capacity === | ||
| - | In addition, the "total med center capacity" | + | In addition, the "total med center capacity" |
| === New Kids and Workers === | === New Kids and Workers === | ||
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| </ | </ | ||
| - | As before, the remainder is stored and used in the next update to allow for fractional kid growth over time. M_FERT_RATE is a value defined | + | As before, the remainder is stored and used in the next update to allow for fractional kid growth over time. `M_FERT_RATE` is a value defined |
| === Kid, Worker, and Scientist Deaths === | === Kid, Worker, and Scientist Deaths === | ||
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| </ | </ | ||
| - | The remainder is stored for use in the next update, and total med center capacity is a previously computed value for each player. | + | The remainder is stored for use in the next update, and total med center capacity is a previously computed value for each player. |
| Worker and Scientist deaths (assuming there are any) are separately computed similarly using the formula below: | Worker and Scientist deaths (assuming there are any) are separately computed similarly using the formula below: | ||
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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. | ||