Negative happiness

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defaultuser
Vacuum Dragon
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Joined: Wed Aug 26, 2015 6:15 pm

Negative happiness

#1 Post by defaultuser » Sun Oct 23, 2016 11:46 pm

What happens to a colony when the happiness level goes negative? I happened to get a case this time.

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Geoff the Medio
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Re: Negative happiness

#2 Post by Geoff the Medio » Mon Oct 24, 2016 8:52 am

Nothing special. Various content requires some minimum happiness to function, but I couldn't find anything specifically testing if happiness was 0 or more. Might be something I missed, though.

defaultuser
Vacuum Dragon
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Joined: Wed Aug 26, 2015 6:15 pm

Re: Negative happiness

#3 Post by defaultuser » Mon Oct 24, 2016 4:34 pm

Right, you're never going to be able repair ships or colonize other planets from there, in fact the reason I noticed was that I was checking to see if that planet could do a repair job for me. They were on a non-preferred focus.

I was curious as to whether there any other effects. I know there's been talk of things to come, including possibly revolts or things like that. Seems like negative happiness might make a world prime from revolution against the oppressors.

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MatGB
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Re: Negative happiness

#4 Post by MatGB » Mon Oct 24, 2016 7:12 pm

The biggest negative effect is normally xenophobia which we currently don't have any counters to, and we haven't really introduced stuff that directly affect happiness one way or the other for specific planets/species.

We hope to, but it'll be part of/after the Influence project which is going to be worked on this cycle but not introduced until after we've finished Fighters and got a Release out with them in (that's the current plan, anyway).
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

defaultuser
Vacuum Dragon
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Re: Negative happiness

#5 Post by defaultuser » Mon Oct 24, 2016 9:24 pm

That was the case here, Eaxaw set to Research focus. General Contentedness 10, Xenophobic Frenzy -11.

I thought about leaving it to see what would happen, but I really did want to use the system for repairs.

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MatGB
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Re: Negative happiness

#6 Post by MatGB » Mon Oct 24, 2016 9:56 pm

Yeah: giving them a preferred focus was a necessary thing, and I hope to introduce more stuff that plays with Happiness, including buildings and techs, as well as some sort of "don't be so evil" tech for those hate fueled worms.

But I don't want to completely negate the evil, sometimes just giving them their own little corner of the galaxy and stargating ships in/out is a lot easier.

Ideas for buildings/techs that can improve or otherwsie change happiness very much appreciated, they won't go in immediately but over time we will need them.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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