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	<title>Ara: History Untold Wiki - User contributions [en]</title>
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	<updated>2026-04-28T21:29:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=516</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=516"/>
		<updated>2024-10-08T01:40:13Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of forces deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Forces deployed into this city and then moved elsewhere have their unit strengths permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Malus/Bonus !! Security Malus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% || -33%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50% || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75% || +33%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100% || +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=515</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=515"/>
		<updated>2024-10-08T01:39:24Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of forces deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Forces deployed into this city and then moved elsewhere have their unit strengths permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Malus/Bonus !! Security Malus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% || -33%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50% || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75% || +33%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100% || +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=514</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=514"/>
		<updated>2024-10-08T01:38:31Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of forces deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Forces deployed into this city and then moved elsewhere have their unit strengths permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Maulus/Bonus !! Security Maulus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% || -33%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50% || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75% || +33%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100% || +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=513</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=513"/>
		<updated>2024-10-08T01:37:16Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: Updating table for security.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of forces deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Forces deployed into this city and then moved elsewhere have their unit strengths permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Maulus/Bonus !! Security Maulus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% || -33%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50% || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75% || +30%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100% || +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Force_Strength&amp;diff=436</id>
		<title>Force Strength</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Force_Strength&amp;diff=436"/>
		<updated>2024-10-07T20:19:34Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: Added a breakdown of example bonuses that will need additional edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview&lt;br /&gt;
&lt;br /&gt;
Combat Power is a statistic that exists as an abstraction of martial skill and to some extent stamina. Every player will start with a Scout. A Scout is a Specialist but is still a unit. Specialists like Paragons are usually mean to be individuals, but sometimes are a group like Settlers. Most units are usually a military task force specific to land or naval operations. Depending on the research you&#039;ve done the land units will be able to mock together or &#039;enlist&#039; ships for transporting themselves over bodies of water. When you muster a Specialist they&#039;ll spawn in the city center which you built them in. When you muster military units you do so as a force - organizing them before you muster them into different sizes and fighting formations by using the Tactics drop down menu in the Mustering menu. You can muster a force that is a single unit.&lt;br /&gt;
&lt;br /&gt;
Currently mustering a Unit or Force will spawn them in the city center like a Specialist would. When you muster military units they&#039;ll be associated with that city&#039;s Security rating. Even when moved out of the city boundaries that unit&#039;s strength will be affected by it&#039;s home city&#039;s current security rating. You can support a number of forces based on what act or research you&#039;ve completed. Currently forces can not be upgraded after mustering them. While a common enough feature in most 4X games there may be a system to upgrade units which are in your reserve. Presently this pressures players to create as large a force as possible to maximize the strength.&lt;br /&gt;
&lt;br /&gt;
Force Strength&lt;br /&gt;
&lt;br /&gt;
All Forces have a cumulative Strength (bull-icon), which is based on the sum of the Strength of Units in their Formation (aka, tactic). This clearly shows how big and scary it is - the higher the number, the stronger it is. This strength can and will change for a given Force as it takes Damage, has Buffs applied, etc. In general you want to bring a evenly matched, or higher Strength (bull-icon) force to bear on enemy forces. One way to do this is to coordinate movement of units together as an Army. An Army in this case will mean you have more than one unit in a region. This may be proverbially called a stack of units, popularized by strategy games in which you stacked multiple square chits together. Your forces are assumed to work well together and will usually self organize as one single Army (aka Stack) if they engage with or are attacked by an enemy Force or Army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example breakdown of a Level 2 Archer&#039;s strength in a game:&#039;&#039;&#039;&lt;br /&gt;
[[File:Example Archer Strength.png|thumb|444x444px|Example Archer Strength]]&lt;br /&gt;
&lt;br /&gt;
# Base Strength - we can see on the right the first value is 7.  Archers have a base value of 6 when built, but have a base value of 7 at level 2, thus this amount.&lt;br /&gt;
# Fortify - this unit has been commanded to fortify &amp;lt;unsure of calculation, needs additional info&amp;gt;&lt;br /&gt;
# Wedge - the units receives +10% strength (x2 for each archer?) for being in a wedge &amp;lt;verify&amp;gt;&lt;br /&gt;
# Religion Bonus  - custom religion &amp;quot;The Turtle Moves&amp;quot; has a verse providing +3 strength.&lt;br /&gt;
# Security - This unit was deployed in Moskva, which currently is in the 60-69 range in its security QOL, providing a 10% bonus. (7*0.1=0.7, not 0.8). &amp;lt;The math aint mathing. Needs additional clarity&amp;gt;&lt;br /&gt;
# Finally, Baghdad is a capital which has a Great Heath improvement on it. This provides +5 strength to all units defending.&lt;br /&gt;
&lt;br /&gt;
These amounts total up to the 22.2, with a difference due to rounding.&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=File:Example_Archer_Strength.png&amp;diff=434</id>
		<title>File:Example Archer Strength.png</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=File:Example_Archer_Strength.png&amp;diff=434"/>
		<updated>2024-10-07T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example Archer Strength&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=433</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=433"/>
		<updated>2024-10-07T19:50:56Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: changed unit to force&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of forces deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Forces deployed into this city and then moved elsewhere have their unit strengths permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Maulus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% &lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=432</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=432"/>
		<updated>2024-10-07T19:50:02Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; City Production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; City Growth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; Research Generation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; Tax Wealth (bonus hard to see in calc, needs verification on specifics)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; Military Strength of units deployed in city. (Not &#039;&#039;stationed&#039;&#039; but &#039;&#039;deployed&#039;&#039;. Units deployed into this city and then moved elsewhere are permanently tied to the city and the strength bonus/malus they receive will move up and down as the city&#039;s security moves up and down.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50. These bonuses are typically applied to the base amount of what they are adjusting, not as a final multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Maulus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% &lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=431</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=431"/>
		<updated>2024-10-07T19:31:35Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Quality of Life Effects on their respective Categories&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Maulus/Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% &lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75%&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50%&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || -25%&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || -10%&lt;br /&gt;
|-&lt;br /&gt;
| 41-59 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 60-69 || +10%&lt;br /&gt;
|-&lt;br /&gt;
| 70-79 || +25%&lt;br /&gt;
|-&lt;br /&gt;
| 80-89 || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 90-99 || +75%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=430</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=430"/>
		<updated>2024-10-07T19:26:38Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; |+ Bonuses |- ! Range !! Bonus !! |- | 0 || -100% |- | 1-10 || -75% |- | 11-20 || -50% |}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Header text !! Header text&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=429</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=429"/>
		<updated>2024-10-07T19:26:11Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; |+ Bonuses |- ! Range !! Bonus !! |- | 0 || -100% |- | 1-10 || -75% |- | 11-20 || -50% |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=428</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=428"/>
		<updated>2024-10-07T19:25:48Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Bonus !!&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% &lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% &lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Header text !! Header text&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=427</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=427"/>
		<updated>2024-10-07T19:23:01Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: Adding test table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|+ Bonuses&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Bonus !!&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -100% &lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || -75% &lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || -50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=426</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=426"/>
		<updated>2024-10-07T19:17:34Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life (QOL) refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall, the QOLs range from 0 to 100, with each 10 levels providing different debuffs or bonuses as you go from 0 to 100.  The numerical range of 41-59 provides no bonuses. On Prince difficulty, there are no bonuses or debuffs to a human player city&#039;s starting QOL, defaulting it to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=424</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=424"/>
		<updated>2024-10-07T19:03:53Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: Clarified Security&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of forces deployed from this city, no matter where they end up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Quality of Life]]&lt;br /&gt;
[[Category:QOL]]&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
	</entry>
	<entry>
		<id>https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=420</id>
		<title>Quality of Life</title>
		<link rel="alternate" type="text/html" href="https://ara.wiki/index.php?title=Quality_of_Life&amp;diff=420"/>
		<updated>2024-10-07T18:55:23Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: Updated with basic info, to be updated with more details later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Summary ======&lt;br /&gt;
[[File:Image.png|left|thumb|330x330px|QOL Bars]]&lt;br /&gt;
Quality of Life refers to the five bars that represent the overall well-being and satisfaction of your population in different aspect of society in that city. From top to bottom:&lt;br /&gt;
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&#039;&#039;&#039;Happiness -&#039;&#039;&#039; The general measure of how content your Population is. Happier citizens generate more City Production.&lt;br /&gt;
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&#039;&#039;&#039;Health -&#039;&#039;&#039; The citizens&#039; well being. Healthier citizens contribute to city growth.&lt;br /&gt;
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&#039;&#039;&#039;Knowledge -&#039;&#039;&#039; The intelligence and awareness of the population. Informed citizens generate more research.&lt;br /&gt;
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&#039;&#039;&#039;Prosperity -&#039;&#039;&#039; More prosperous citizens provide more taxes, producing more wealth.&lt;br /&gt;
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&#039;&#039;&#039;Security -&#039;&#039;&#039; This is a measure of how safe your citizens feel in their cities, empowering your military and boosting the strength of its forces.&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
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		<updated>2024-10-07T18:49:50Z</updated>

		<summary type="html">&lt;p&gt;Iamwinterborn: &lt;/p&gt;
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&lt;div&gt;Default QOL Bars&lt;/div&gt;</summary>
		<author><name>Iamwinterborn</name></author>
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