MatGB wrote: if you liberate a planet from a Concentration Camp and you yourself aren't using any Camps, then there should be a bonus of some kind, possibly even immediately jumping happiness to something like 10 (or max if that's lowed).
Think they should get an increase regardless if there are other camps in use, but also a smaller bonus for all planets if there are none in the empire. e.g.
* On liberation, +current happiness (maybe also +2 target/max). Never for original building creator though.
* A new tech with prereqs Conc.Camp and another(Gravitic Arch.?). Grants +target happiness when no Conc.Camp exist in empire.
If you're in supply of one or more growth specials active for your species type, then you go up an additional +1 per turn (or we have different specials for this).
Growth specials are pretty powerful as-is imho (though organic could use an offset to robo/lith getting a +prod).
I'd vote for new specials that each apply to multiple metabolisms.
Amongst other things we could do with some easy-for-the-AI-to-use effects to counteract things like the xenophobic malus (which I'm really happy with overall).
Easiest for AI? Maybe just a tech decreasing happiness loss (within the XENOPHOBIC_SELF macro)
Code: Select all
happiness = value - ((...) * tech value)
. Not very elegant and should be superseded down the road.
AndrewW wrote:Could also be some building to improve this. Theater or whatever.
Every time I think up a building proposal to expand on this, it seems too cumbersome on the AI for simple inclusion, or breaks into micromanagement. Though I'd suggest any cultural effects be deferred for allegiance/loyalty work, Volp music might drive the Eaxaw into cannibalism.
Could add a handful of techs branched off of the lonely Empire Intelligence Agency for social conditioning, maybe a preview towards propaganda (no meter, just minor effects).
Perhaps give some popular mid/late game techs a +target happiness and also a malus for rate.
Some of this could be tied to certain events e.g. A happiness malus field that spawns due to starlane bore, nova bomb, etc.
Later techs could further reduce rate increases (-20% per Dark Ray upgrade).