Morale is easier to understand and control, than it is currently in Outpost 2. Morale will have some variance, due to random events, but overall, the player can reliably predict what their overall morale will be like at any period in time. Morale is primarily controlled by maintaining Capacities and meeting Consumer Goods requirements. Capacities: 1. Residences, Recreational Centers, Hospitals, Universities, and Nurseries. 2. You develop an exponentially increasing multiplier as long as a capacity isn't high enough; the multiplier resets the moment the current capacity meets the needs. 3. The multiplier is multiplied with the number of colonists without the multiplier. Thus, if you address the capacity concern quickly, the impact on morale will be minimal. However, if you ignore it for a while, the penalty to morale will be severe. 4. At the start of a game, you get a brief "grace period", called "New Colony Optimism". While this is active, you suffer no morale penalties from lacking capacity, however the multiplier will still build during this period. So, you have the opportunity to address the problem for a period of time and if you don't, you'll suffer for it. 5. Capacity is calculated via this formula: Colonists / (Structures * Capacity Amount Granted) = %. If the percentage == 100% or less, the Capacity meets the need. Otherwise, you are not meeting the needs. 6. Additionally, each Capacity provides a secondary benefit once the capacity meets peoples needs. -> Residences = Increases morale bonuses from positive events (ie Child Born) -> Recreational Centers = Reduces morale penalities from negative events (ie Disaster occurred) -> Hospitals = Reduces death rates; cumulative with Morale Level. -> Universities = Increased new workers trained rates; cumulative with Morale Level. -> Nurseries = Increases birth rates; cumulative with Morale Level. 7. If a capacity is met fully, you earn a passive +10 morale bonus per each Morale calculation. If all are met, you earn a +50 bonus to Morale calculations. Consumer Goods: 1. Bare Essentials, Furnishings/Utensils, Electronics, Entertainment and Tasty Edibles. 2. You suffer a penalty to morale equal to every 10% of the population, rounded up, that lacks a consumer good, which is determined at every consumption period. 3. Consumer Goods, Morale Bonuses / Morale Penalties per 10% population: -> Bare Essentials = +20 Morale / -4 Penalty -> Furnishings/Utensils = +10 Morale / -2 Penalty -> Electronics = +10 Morale / -2 Penalty -> Entertainment = +5 Morale / -1 Penalty -> Tasty Edibles = +5 Morale / -1 Penalty 4. Different goods have different consumption periods. The ones with the lowest bonus get consumed often, making it difficult to keep them stocked, while Bare Essentials are easy to keep stocked, but if you ever run out of them, there is going to be hell to pay. 5. The lower bonus goods are also the cheapest to produce, but every consumer good has different costs to produce them and are produced at different rates. 6. Both factions have a Consumer Factory that produces and stores goods. Every good takes up a single unit of space. Goods can be stored in either Storage Facilities (also stores metals and food) or in the Consumer Factory. 7. Terraformer Factories produce their goods faster (due to better technology), whereas Survivalists require fewer resources with each batch of goods (as they don't bother with fancy packaging or wasteful plastics). 8. If all are met, you earn a +50 bonus to Morale calculations. Morale Calculations: 1. Formula: Capacity Bonuses + Consumer Goods Bonuses + Random Events = Morale Total. Morale Total Calculated every 12 Ticks, to update Morale Level. 2. Morale Levels affect = Birth Rates, Death Rates, Production Speeds, Research Points Earned, Consumption Rates, New Worker Rates, and Scientist Training Rates. 3. Morale Levels are Dystopia (0), Terrible (1-19), Miserable (20-39), Poor (40-49), Neutral (50), Happy (51-60), Ideal (61-80), Excellent (81-99) and Utopia (100). Actual numbers on how they improve the various statistics can be determined later. 4. If you manage to maintain all Capacities and Consumer Goods, you should reliably be able to maintain a Utopia. However, as that will require constantly funnelling resources towards your consumer factories or utilizing your construction vehicles to build civilian structures, it will divert the player's attention from spending resources on military vehicles and military structures, making a pure-military focused approach undesirable for most players. 5. Additionally, you will unlock special random events that only occurs at Dystopia or Utopia. At Dystopia, you may encounter the random event, "Suicide Cult", which as you might imagine, causes a group of the population to commit suicide. At Utopia, you may encounter the random event, "It's a Miracle", which causes any colonist who died over the past 25 ticks, to come back from the dead, regardless on how they died (old age, exploding structure, starvation, etc). 6. With these two events, it will discourage players from ignoring Morale, particularly in Multiplayer and encourage the player to push for higher morale, as it might give them a significant advantage in Multiplayer.