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Old July 15th, 2004, 06:11 PM

Loser Loser is offline
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Default Re: Facilities with negative effects

How common can you make an event?

I have planned on using condition and happiness degradation on the Facilities of the Undead in my own mod, and then taking their population growth away and making them emotionless anyway.
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Old July 15th, 2004, 07:07 PM
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Fyron Fyron is offline
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Default Re: Facilities with negative effects

You can not have more than one event occur per turn.

Negative system happiness ability does not work. Negative planet happiness ability does work, but there is a catch. Any other hapiness facility affecting the planet, be it planetary or system-wide, makes it stop working. Happiness abilities are the only ones that are not completely separated in function between the planet and system affecting abilities. The "higher" number will be in effect if you have 2 facilities with negative amounts. So, with facilities of -1 and -2, the planet will have only the -1 affect it.
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Old July 15th, 2004, 07:28 PM
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Alneyan Alneyan is offline
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Default Re: Facilities with negative effects

Speaking of Planetary Happiness: are you sure it is working Fyron? The Temple District seems to be causing unhappiness very quickly in Adamant, even where nothing else happens (a barren homeworld, with no other event happening and a peaceful happiness type). I believe I dropped to Angry in ten turns with the Temple District III, whereas the Theater District (system wide) allows me to go back to Jubilant without too much problem.

Since the value for the Temple District is indeed positive, it looks like there is a glitch with the planetary happiness type, besides the other one you mentioned (both may be linked, if the reason is that the planetary happiness change is broken). And if you happen to give a negative value to this ability, it actually improves happiness.

In short, if you want to make a given planet become angry as time goes by, do put the Planet Change Happiness ability. If the value is high enough, the system wide change will not be enough, and your planet will require troops to prevent rioting.

[ July 15, 2004, 18:34: Message edited by: Alneyan ]
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Old July 15th, 2004, 10:43 PM

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Default Re: Facilities with negative effects

Wait, are you saying that a positive number in the Planet Change Happiness makes a planet less happy?

Or is the Planet Change Happiness for the Temple District a negative number?
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Old July 16th, 2004, 08:38 AM
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Default Re: Facilities with negative effects

I am indeed saying that a positive number in *Planet* Happiness Change makes people less happy, and that you need a negative number to make them more happy. It goes the other way around for the *System* Happiness Change (such as UPC).

I do not know if a higher Planet Happiness ability (such as 6, which means +6 angry people per turn) counters, say, a +3 System Happiness Change (which would be UPC III). The planet should still go down in happiness, but at a lesser rate.

Incidentally, you do not want to use the Solar Resource Generation for making your facilities cost something to run. Otherwise, if a player happens to put Ringworlds a bit everywhere in his systems, all facilities in a system with a Ringworld will suddenly cost no maintenance at all.

[ July 16, 2004, 11:45: Message edited by: Alneyan ]
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