Approval is a core mechanic in ES2. The primary purpose of approval is to curb a player's expansion - without this, the rate at which empires could spread across the galaxy would be limited only by their ability to churn out colony-and-supply ships, and all of the empty space in the galaxy would be filled quite rapidly. By having this system in place, on most galaxy sizes, empires will undergo an initial period of rapid expansion, but will reach a soft impediment, as further expansion causes their approval to plummet, and causes them to struggle with some new maluses that situation introduces.
Primarily, approval acts as a FIDSI multiplier; low approval causes all FIDSI (except industry) to plummet, and can cause starvation, scientific stagnation, economic crisis, and political apathy.
The bonuses/maluses are applied in two separate domains; individual systems have their own approval rating, which affects their food and influence production. Then, the empire itself has an overall (averaged from individual systems) approval rating, which affects a player's dust and science production. Notably, industry is not directly affected by Approval (a marked departure from Endless Legend), which makes the consequences of extreme approval shortages somewhat less crippling.
In some cases, the Approval modifiers will only have one level stated (such as +25% when Happy), without stating the level above/below it ( Ecstatic in this case), in such cases, assume the same value as the first level.
System Approval[]
System Approval shows the happiness of the system's population. It is expressed in percent from 0 to 100%, where 0% means complete mutiny and rebellion and 100% means absolute happiness. It is simply calculated by adding together all the system related bonuses and maluses.
These are the principal sources of Approval in a system:
Source | Details | Description |
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Colony Base | +50 Approval | Flat bonus provided by the Colony Base System Improvement |
System Improvements |
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System Improvements provide positive bonuses, either flat, or based on system level, resource deposit count, faction count, etc. |
Unique System Improvements |
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Like the above but is unique to a specific faction. |
Empire Improvements |
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Benefits of the improvements are unlocked when the technology is discovered. |
Planet Type | Each on a planet can generate a certain fixed amount of approval depending on the planet's type. The Biophobic faction trait changes the per approval values profoundly based on planet fertility.. | |
Anomalies | See Anomalies page for full list of anomalies and their effects. | per bonus on planet with the anomaly. |
Luxury Resource deposits | See Luxury Resources page for full list of resource types and their effects.
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Flat bonus per deposit. |
Population traits |
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Population itself can generate approval independent or dependent of the planet type. |
Empire traits |
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Some Initial traits and some assimilated/borrowed (via Development Grants) traits from minor factions have positive or negative influence on approval. |
Governors' skills | <list of the applicable skills goes here | Heroes assigned to systems as governors can bestow approval bonuses upon the governed systems (or set the happiness to Ecstatic, outright) |
- Some events provide temporary positive or negative .
- Involuntary nomads trait type colonization bestows temporary effect on a freshly colonized system and the other systems.
- Some empire laws provide positive or negative when in effect.
- Current state of system's politics provide positive (system representatives' parties in the Senate) and negative effect (system representatives' parties not in the Senate). Often both at the same time.
Overpopulation Penalty[]
Crowded planets produce negative .
- It is calculated by "(Current Population - (Max Population x 0.7)) x 3.75 = Overpopulation Penalty." If it is below 0, then no approval penalties will be applied.
- Content Citizens I & II trait decreases this penalty by 25 and 40%
- Happy Sardines law (Kalgeros): No unhappiness from overpopulation on Systems
- Stalwart Stoics assimilation trait (Kal'Tik'Ma): -25% overpopulation disapproval
Overcolonization Penalty[]
Too many systems colonized by your Empire. Each colony over the colonization limit adds -10 in each system. This is the penalty for going "wide".
- Expansionists I & II trait decreases this penalty by 25 and 50%
- Crack Squad Law (Mavros): -50% overcolonization penalty on systems
- Star Trekkers assimilation trait (Kal'Tik'Ma): +1 to overcolonization threshold
- Researching Xeno Anthropology (The Pooster Program): +1 to overcolonization threshold
- Researching Cultural Invertics (Culture Unshock): +2 to overcolonization threshold
- Building Autonomous Administration: +1 overcolonization threshold
- Federation government: +1 overcolonization threshold per Hero supporting a leading Political Party on Empire
- Sandbox Difficulty: +2 overcolonization threshold
- Easy Difficulty: +1 overcolonization threshold
System Approval | Name | Modifiers |
---|---|---|
0 | Mutinous | -75% and |
10 | Unhappy | -30% and |
30 | Content | nothing |
70 | Happy | +10% and |
85 | Ecstatic | +25% and |
Empire Approval[]
The Empire Approval is calculated as an average of Systems' Approval weighted by population. Based on the result, the following bonuses are applied to the total Empire and output.
Empire Approval | Name | Modifiers |
---|---|---|
0 | Traitorous | -30% and |
10 | Defiant | -15% and |
30 | Content | nothing |
70 | Loyal | +15% and |
85 | Devoted | +30% and |
TODO
- What happens with mutinous systems?
- What happens with traitorous empires?
- Put the approval sources in a table