Happiness System for the new Population Update

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    I suggest a happiness value that effects the population growth of a station or colony. High happiness would increase growth while low happiness would decrease it. Having negative happiness would even decrease your population or possibly defect your citizens to another faction. Proper planning would make a colony self satisfying so that you don't need to babysit established colonies but new ones would require more attention. You could also call this value "Faction Approval".

    I think there are a few ways you could increase the happiness of your population.
    1. Missions: Your citizens will want you to help them if you're to rule over them. They might request an amount of a resource or ask you to destroy a nearby pirate station. In addition to a temporary boost in happiness, completing quests will reward you with money and resources. This method would be good for establishing a new colony, or curbing influence from a competing faction.

    2. Throwing money at them: The fastest but most expensive way of increasing happiness is just donating a bunch of credits to your citizens. This is a quick and dirty method but it will quickly drain you bank account.

    3. Luxuries: Special resources that sustain your colony but also increase happiness. Luxuries are exclusive to the kind of planet that produces them and a variety of luxuries will raise happiness faster than the natural luxuries of their home planet. This will encourage a trade route between the planets in your system which can of course be attacked by pirates, rival factions, etc.

    4. Decorations: Statues, Lights, Trees, and more. I don't know how this would be implemented, but some way to entertain your colonists would be nice.

    5. Propoganda: Systems with high happiness and population will produce propoganda after filling all living spaces. Propoganda is a resource that can be used to fuel a device that broadcasts influence to nearby colonies. This can be a way to generate hapiness in your own colonies or nonviolently influence the loyalty of a rival faction's colonies.

    Of course there would also be ways of losing happiness like starving your population or depriving them of medical services.

    What do you all think? Would you like to see a happiness system in Starmade? Is there anything you would do differently? Or do you think this all just overcomplicating a minor part of the game? Please share your thoughts below~!
     
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    Good thoughts, all of them. Can't think of much to add right now, and you're right an approval rating or happiness is almost necessary in any city/colony simulation.

    You're right counting decorations would be difficult, as much so as defining living/work spaces in general.

    It will totally look like the devs are ripping off Stellaris with both this and mimicing their Galaxy distribution lol
     

    Crimson-Artist

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    i would also make base happiness on the size of the designated living areas. The larger the living area per citizen the more unhappiness they will be willing to tolerate.

    Hell you could even add a mechanic that increases the passive income based on the quality of the materials that touch the living area blocks. A room made from Advanced Armor should raise the rent far more than a room made of stone or dirt blocks.
     

    Winterhome

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    i would also make base happiness on the size of the designated living areas. The larger the living area per citizen the more unhappiness they will be willing to tolerate.

    Hell you could even add a mechanic that increases the passive income based on the quality of the materials that touch the living area blocks. A room made from Advanced Armor should raise the rent far more than a room made of stone or dirt blocks.
    Perhaps furniture blocks, decorative and colorful blocks, and empty air blocks provide room quality, with room quality starting at a negative and "unpleasant" utilitarian blocks adding negative points?

    What qualify as pleasant and unpleasant block types could be configured on a per-faction basis.
     

    Ckeeze

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    Not shure if we need this specificly but some sort of mechanic tackling the same issues that will arise will be necessary. All in all with some concideration and minor changes i can see this work.
     

    Lone_Puppy

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    Great idea! This reminds me of faction points.

    I see education is not on your list. This could provide both happiness and sadness, depending on the education they receive. ;-)
    Probably a bit out there for a game. I it could be useful in training crew (pilots, cammand, engineers, medical, even teachers/trainers etc)
    Or it could be simpler using a metric or scale to indicate the cleverness or usefulness of an NPC.