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Coldheart
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Reged: 07/30/03
Posts: 55
Morale calculation/adjustments
      #153385 - 01/23/09 07:42 PM (72.39.118.69)

Morale seems to be able to be affected as well effect it's own change.
First, morale shouldn't be able to get any worse than zero.
Morale can be used for other purposes (well eventually, I realize there can be a lot of other work to do at any one time).

For the new empires that start, yeah what the heck, give a big boost when the Abandoned Civilization is conquered.
New players could use that.

However, as an empire grows larger (it levels) the impact to overall empire morale, by arena wins, war victories and research completion, is lessened.
An empire that has no change to growth, research, war, etc can still end up at zero.
Very fast victorious wars can add more in the way of morale.
If an empire comes under seige by several empires, for long durations, has huge initial losses, but then turns it around and is either the dominating empire in that grouped warfare (or can work out a treaty agreement with remaining parties after beating one of the major attackers) then more of an impact to moral will be felt.
But even this type of change in morale, in the very largest of empires would be small. It would need other areas to be successful so that they add up. Time should only slowly chip away at that morale.

There should though, be more of an impact with troop morale.
Successful arenas should be able to add to troop morale.
So should successful wars.
As troop morale becomes higher, they should be able to exude more confidence.
That could be shown through better training result and/or less skill ups.
Possibly one or two successful wars could give a temporary boost to initiative for the next war (provided in happens within a close time span).
Now, if overall troop morale can increase enough, there could be a percent overlap to the civilian population.
The civ pop morale could allow for slightly faster research times as well as the modified commercial output.

Another possible way to have morale move up within the civilian side would be some sort of 'Sundry' research.
This would be mainly aimed at larger empires to help offset a sagging moral figure.
This 'Sundry' research allows for a variety of consumer devices (specific names/types not needed)
Basic research would start at 100RP and be able to be increased at current research rates. (ie: 100, 200, 500, 1000, 2000, 5000, etc...)
I am suggesting this formulae for putting it tp use:
The population of the empire multiplied by the RP level completed divided by the Population of the empire added to the RP level completed.
(Population * RP) / (Population + RP)

Examples:
Level 1 with 100 pop completes Level 1 (100 RP) research: (100*100)/(100+100) = 50
Level 1 with 100 pop completes Level 4 (1000 RP) research: (100*1000)/(100+1000) = 90.9
Level 10 with 500,000 pop completes Level 1 (100 RP) research: (500000*100)/(500000+100) = 99.98
Level 10 with 500,000 pop completes Level 4 (1000 RP) research: (500000*1000)/(500000+1000) = 998



This research would only be allowed to be started by empires meeting the criteria of:
Minimum Empire Level 2
Completed Land Managment 2
Completed 50CF buildings
Have an available Factory and the population to staff it.
No mineral resources assigned to this.


Using the civilian morale improvement research technique, a percentage of that could be used to boost the military morale which allows for improvement in training acceptance and possible temporary init increases.


For those who insist that there should be more damaging things that a bottomed out morale affects, then an rng roll could be implemented (again for those empires that are minimum of a level 2), when the morale has hit zero and stayed there for at least one nev-year. This rng roll would pump out a single number, based on empire level only, and declare whether there was no damage inflicted upon the empire by the citizenry, or what the cost of that damage was: minimum reported damage would be 10mill multiplied by empire level; maximum capped at 5 Billion for the largest of empires.


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