Planetary Morale and Events

Discussion for the Next Big Thing, which is purely theoretical.
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Arcalane
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Planetary Morale and Events

Post by Arcalane »

If we do go through with skipping on tax rate and such, then it'll be important to consider how to handle morale changes and events.

What should the standard morale level be? Should there be a distance-from-capital morale penalty? Are there artificial means of boosting morale?

~~

There should also be some events that can cause morale fluctuations and other bonuses. Some might have multiple outcomes you can choose between.

Templates and examples;
Name:
Rarity:
Type:
Effect 1:
Effect 2:
Effect 3:
Name:
Rarity:
Type:
Choice 1:
Effect 1:
Choice 2:
Effect 2:
Choice 3:
Effect 3:
~~
Name: Mining Boon!
Rarity: Moderate
Type: Positive, Income-Related
Effect: Miners have struck a particularly rich vein of ores on <planet>! Mining output for the next <x> turns has been increased by <y>%.
Name: Cataclysmic Event!
Rarity: Very Rare
Type: Negative, Condition-Related
Effect 1: An unforeseen catastrophic event has rocked <planet> in <system>, reducing conditions! The full extent of the damage is unknown, but hundreds are feared to be death and thousands more injured.
Effect 2: <planet> experiences drop in Population and Morale.
~~
Name: Refugee Convoy
Rarity: Rare
Type: Multiple Choice
Description: A Refugee Convoy is passing through <system>. They have requested aid and supplies, and some of the refugees wish to join us. What should we do?
Choice 1: Turn them away. We can't afford to help them.
Effect 1: Nothing happens. All planets take a small morale hit.
Choice 2: We have no room for more people on our planets, but we can at least help them on their way.
Effect 2: Lose a small amount of funding, all worlds recieve small morale boost.
Choice 3: Give within reason, and allow some to join us.
Effect 3: Lose a small amount of funding, population increases on <system> or nearest system with free space. All planets recieve a small morale boost.
Choice 4: Nobody deserves such a life. Take in as many refugees as possible, and aid as many as possible also.
Effect 4: Lose a moderate amount of funding, populations increase over all owned systems worlds. All planets recieve a small morale boost.
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Verminator
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Post by Verminator »

Name: Alien Wildlife Migration
Rarity: Planets where this happens are quite rare, but occurs regularly on the planets that do.
Type: Multiple Choice
Description: A mass migration of alien fauna on <planet> has begun. The aliens travel through some areas populated by humans. What do you do?
Choice 1: Do nothing - they were here first.
Effect 1: Moderate morale penalty this turn. Cash from offworld tourism comes in as people come to see the spectacle.
Choice 2: Let's try and divert the creatures away from human colonies and move human assets out of the way as much as we can.
Effect 2: You pay a cash lump sum to sort the migration problem out in a way that suits mother nature and the people. This is costly, but you never have to deal with this problem again, and you gain a trickle of extra cash from offworld tourists.
Choice 3: We don't have time for this crap. Bring out the guns, boys!
Effect 3: You massacre the animals. You pay nothing, and the population are pissed at you for a few turns, but you never have this problem again.
I have to kill fast and bullets are [i]too slow.[/i]
inteuniso
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Post by inteuniso »

Name: Profitable Drug Dilemma
Rarity: Rare
Type: Multiple Choice
Description: An extremely addicting, lethal, but expensive drug has surfaced on this planet. What should we do about it?
Choice 1: Do Nothing.
Effect 1: Small amount of population dies.
Choice 2: Crack down on drugs.
Effect 1: No population dies. Small boost in morale, because of gov't compassion
Choice 3: Make it legal, but tax it
Effect 1: Medium amount of population dies. Slight dent to morale, but large increase in revenue.

This event would be good for those desperate times where you need the cash immediately.
Last edited by inteuniso on Wed Nov 18, 2009 10:47 am, edited 1 time in total.
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Droid
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Post by Droid »

I don't think lethal drugs sell very well. Unless of course you mean lethal like tobacco is...(as in, EVENTUALLY lethal)
Silverware
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Post by Silverware »

Maybe Piracy triggered events.
Like the Drug one above, but that only those players who fight outside the laws, or more accurately outside the normal honor systems, could activate, for a cost to themselves. Or as a recharging "Power".

An example one would be:

Name: Introduce a New Highly Addictive Drug.
Rarity: Triggered (High Initial Cost To Pirate faction)
Type: Triggered

Effect 1: People on the planet get hooked, and spend there entire fortunes upon the drug. Lowering the tax income that the planet generates.

Effect 2: Drug Runners become popular and can be recruited by Pirate Factions, or as under-the-table jobs by mercenary corps or Corporations.
They fly refitted trade ships, high speed and extra fire power, but lower armor.

Effect 3: The Drug trade that spawns upon the planet generates income for the pirate faction that used this Effect, directly proportional to the lost income for the faction that owns the system.



Choice 1: Blockade the trade, strangling income on the planet for a few turns, dependent upon how heavy the Drug problem is.
Effect : Lowers system income significantly for X turns, and then returns the system to full effectiveness without the drug problem.

Choice 2: Exterminate the users.
Effect: permanently lowers the income from the system, and lowers moral significantly, but kills the drug problem that turn.

Choice 3: Low Level infiltration.
Effect: your spies and agents infiltrate the drug ring and work their way up, identifying the dealers and redirecting funds to the owner of the planet, eventually after a long number of turns ending the drug problem and getting a fix upon the pirate faction that started the drug problem, and possibly infiltrating a spy into the pirate faction.



This would mean that the drug trade would be profitable for both sides, the pirates after the money starts rolling in, and the owner after they infiltrate the drug syndicate and get a spy into the pirates faction.

Spys simply reveal snippets of information that the player couldn't otherwise get upon the Pirates, and allows for the interception of Pirating fleets from that pirate faction.

At least that's my idea for this.
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