Why is changes to Province morale only visible at day change?
Why cant we see Province morale changes during the day as they happen?
As we construct buildings or units we can see the progress of their construction as it happens which is good, yet improvements or reductions in province morale in not shown until day change.
Can we please have the morale improvements or reductions shown as they happen, especially if we are constructing infrastructure or fortifications to improve province morale, surely the morale of the province would be improving proportional to the amount of construction of the building in question, and as you can show us the level of construction of the building, then surely you can show us the level of improvement in the morale of the province because of that construction as it happens. Even if you want to argue that the morale change would not take effect until the building is completed, then can we have the morale improvement given then, rather than waiting until the change of day.
4 Replies
3 Jan 2019, 14:24
Hello,
the reason is more of technical nature. Calculating all the morale changes takes alot of server capacity, so doing it all the time during the day would increase server load drastically. Also it would require us to implement a new way of calculating morale.
While the idea is neat, it comes at a cost. Not only manpower wise (=production cost), but also higher maintenance. This is also the case for many other suggestion you recently made in the forum. Additionally to that ideas always have to compete with other ideas (opportunity cost) as we do not have unlimited development capacity. If we lived in an ideal world we would do most of these things to improve the game, but we always have to weigh costs against benefits when working on aspects of the game.
But please keep the suggestions coming, I just wanted to point out why not all of them can get implemented.
3 Jan 2019, 20:15
Thank you for your response above - it is good to know that game designers are viewing my posts.
I would disagree a little in what you are saying in that if only events like infrastructure completion trigger the morale change when they are completed, you would save time doing a morale check at end of day to find what building completion had happened during the day, especially if no building completion had happened during the day to cause a morale change.
I would imagine the morale change calculations due to a building completion occurring, are going to take the same amount of server capacity, whether it is done when the building is completed or it is done at the end of day.
If you are using a flag to remind the computer to do the calculations later, doing the calculations when the event happens, saves having to use a flag to remind the computer to do it later.
I can understand morale changes due to no one event but rather just time being done at the end of day, but not completion of a building. Different mechanism.
Thank you again for your feedback.
Thank you for a great game.
Thank you for this opportunity to have my say, and hope some good can come of it.
4 Jan 2019, 05:42
The completion of a building may or not improve morale in a province. It can be offset by other factors in the morale calculation like the number of enemy provinces touching it. You can complete a building level or a fortification level and still have a province's morale drop depending on other factors or it can rise less than the 5 points from a building completion. Knowing when the morale is calculated gives you or your enemy time to change other factors in the morale calculation.
4 Jan 2019, 22:31
Lawrence Czl wrote:
like the number of enemy provinces touching it.
That is an important piece, as well as the morale of all the neighboring provinces, either friendly or at war.
So the minor change in one province due to a building completion say does cascade across neighboring provinces as well in the neighbor morale calculation. This would cause the recalculation of every single province on the map every time a building was completed or a province was captured, etc.
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