Turn 2. Ive decided to reduce the growth rate to 5%/morale point over/under 5. IE, at morale 0, -25% growth, and at morale 10, +25% growth rate. Population that regulates itself over time to fill the available space is good so long as no revolutions happen, right? Oh, and morale now has a slight impact on success/failure if it is something other then 5. Morale wont change more then the difference between population and infrastructure (3 morale with 2 inf and 4 pop, for example.)
While Im at it, Ill explain the outcomes Ive decided on so far:
-2.01 -> -3 = Failure The stat goes down.
-1.01 -> -2 = Slight Failure Something goes down The stat for a turn, morale, or population.
-0.01 -> -1 = Mild Failure Nothing happens.
0 -> 0.99 = Mild Success The stat is improved, but it comes at a cost, usually morale or population.
1 -> 1.99 = Slight Success The stat is improved
2 -> 2.99 = Success The stat is improved, morale goes up.
Higher successes will allow the stat to raise more then once.
Warboss Orgs Boyz
| Warboss Org rants and raves about not having enough teef. Several deaths later, Da Boyz get the picture and start donating teef to da Warboss.
Economy 2 + 1(ACT) = 3
Technology 1
Military 2 + 1 = 3
Population 1.8
Infrastructure 2
Morale 5 + 1(INF) = 6
Frelocks Raiders of Rodinia
| +
| Frelock begins giving islands to various nobles and relatives, in exchange for their promise to support him economically and militarily. Citizens under the new lords are mildly discontented by the change.
Economy 2 + 0.5(ACT) = 2.5
Technology 1
Military 2 + 0.5(ACT) = 2.5
Population 2.3 + 0.1(MRL) = 2.4
Infrastructure 3
Morale 6 + 1(INF) 1(ACT) = 6
Shades Zaniah
| The Zaniah manage to avoid the crippling social instability that normally comes with a massive world-view change, but several groups begin speaking out in public, urging the ruler to destroy everything that is not Zaniah. Meanwhile, the caves leading to the rest of the world are cleared out, paved, and shortened where possible.
Economy 2
Technology 1
Military 2
Population 3
Infrastructure 2 + 1(ACT) = 3
Morale 5
R1cks Basinians
| R1ck declares a national holiday, making single people feel bad and encouraging couples to have children.
Economy 2
Technology 1
Military 2
Population 2 + 1(ACT) = 3
Infrastructure 2
Morale 5
Strife26s Zefies -
| The Zefies search their local area, but fail to find any quarries or ore veins.
Economy 2
Technology 1
Military 2
Population 2.3
Infrastructure 3
Morale 5 + 1(INF) = 6
Navians Bronze Colossi
| The colossi think carefully. If I have 152 leaves, and take 273 from
that guy, Ill have 425 leaves. The best and brightest minds are put to the task of figuring out arithmetic, geometry, and methods of taking leaves from non-mathematicians, who are less then happy about the situation for some strange reason.
Economy 1
Technology 1 + 1(ACT) = 2
Military 2
Population 2.3
Infrastructure 2
Morale 5 1(ACT) = 4
| A Barbarian Chiefdom
| The barbarians are on the warpath! They attack The Zaniah, hoping to take home their many riches! They were spotted from miles off, and the defenders had plenty of time to prepare. After entering the caves, the barbarians were quickly routed, and flee home to lick their wounds. (+1 morale for Zaniah, canceling out the morale from their turn. Not shown to prevent spoilers.)
Economy 2
Technology 1
Military 3 -1 (ACT, 1 turn left until restored)
Population 1.8
Infrastructure 2
Morale 5 1(ACT) + 1(INF) = 5
Random -
| Nothing else happens this turn. (No, barbarians are not affected by disasters/lucky events. Yes, they're rigged. What of it?)