Quality of Life: Difference between revisions

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====== Summary ======
====== Summary ======
[[File:Image.png|left|thumb|330x330px|QOL Bars]]
[[File:Image.png|left|thumb|330x330px|QoL Bars at the start of a game<br />without penalties/boosts from [[Difficulty]]]]
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:
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:


'''Happiness -''' The general measure of how content your Population is. Happier citizens generate more City Production.
[[File:CityHappiness.png|frameless|22px]] '''Happiness -''' City Production


'''Health -''' The citizens' well being. Healthier citizens contribute to city growth.
[[File:CityHealth.png|frameless|22px]] '''Health -''' City Growth


'''Knowledge -''' The intelligence and awareness of the population. Informed citizens generate more research.
[[File:CityKnowledge.png|frameless|22px]] '''Knowledge -''' Research Generation


'''Prosperity -''' More prosperous citizens provide more taxes, producing more wealth.
[[File:CityProsperity.png|frameless|22px]] '''Prosperity -''' Tax Wealth (bonus hard to see in calc, needs verification on specifics)


'''Security -''' 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.
[[File:CitySecurity.png|frameless|22px]] '''Security -''' Military Strength of forces deployed in city. Not ''stationed'' but ''deployed''. 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's security moves up and down.






'''Advanced'''


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's starting QOL, defaulting it to 50.
 
 
== Advanced ==
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'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.
 
 
{| class="wikitable" style="margin:auto"
|+ Quality of Life Effects on their respective Categories
|-
! Range !! Malus/Bonus !! Security Malus/Bonus
|-
| 0 || -100% || -50%
|-
| 1-10 || -75% || -33%
|-
| 11-20 || -50% || -25%
|-
| 21-30 || -25% || -10%
|-
| 31-40 || -10% || -5%
|-
| 41-59 || No Effect || No Effect
|-
| 60-69 || +10% || +5%
|-
| 70-79 || +25% || +10%
|-
| 80-89 || +50% || +25%
|-
| 90-99 || +75% || +33%
|-
| 100 || +100% || +50%
|}
 






[[Category:Quality of Life]]
[[Category:Quality of Life]]
[[Category:QOL]]

Latest revision as of 01:28, 13 October 2024

Summary[edit | edit source]
QoL Bars at the start of a game
without penalties/boosts from Difficulty

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:

Happiness - City Production

Health - City Growth

Knowledge - Research Generation

Prosperity - Tax Wealth (bonus hard to see in calc, needs verification on specifics)

Security - Military Strength of forces deployed in city. Not stationed but deployed. 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's security moves up and down.




Advanced[edit | edit source]

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'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.


Quality of Life Effects on their respective Categories
Range Malus/Bonus Security Malus/Bonus
0 -100% -50%
1-10 -75% -33%
11-20 -50% -25%
21-30 -25% -10%
31-40 -10% -5%
41-59 No Effect No Effect
60-69 +10% +5%
70-79 +25% +10%
80-89 +50% +25%
90-99 +75% +33%
100 +100% +50%