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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Morale (city mood system)

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub. Drafted 2026-08-30. Consolidates the morale touchpoints scattered across The Mayor (governance system) (edicts, Shepherd), Inn Ladder (service-building example) (feast hall), and Raid System (both directions) (raid outcomes).

Design rules (read first)

1. One city-wide stat. Never per-NPC — no individual happiness simulation, ever. Scope containment. 2. A modifier, never a gate. Morale speeds up or slows down; it can never block a tier, a project, or an era. Progress is gated by materials/NPCs/eras only. 3. Never touches the player character. Player power comes from gear/food/potions. Morale is purely city-side. 4. No death spirals (see below).

The model: anchor + shocks

Anchor sources (steady)

SourceEffect
NPCs fully fed & paidthe core of the anchor
Food varietybonus for feeding 3+ ingredient types — rewards farmer + fisherman + miller diversity, not a wheat monoculture
Feast hall (Inn t3)anchor up (reframed: the feast hall now feeds morale; its old "upkeep efficiency" line moves here)
Chapel servicessmall anchor up
Mayor: Shepherd styleanchor up (scales with quality)
Edictsper-edict modifiers (Rationing/Levy/Curfew down, etc.)
Damaged buildings standing unrepairedanchor down until fixed

Shock events

EventShock
Raid repelled++
Building destroyed in a raid− per building
NPC kidnapped−− (until rescued: small anchor drag)
NPC rescued / new recruit installed++
Era charter ceremony+++ (the mayor's big moment)
Building tier / project completed+ small

Effects by band (what morale does)

BandEffect
JubilantProduction +15%; visitor rate & quality up; NPCs resist kidnap better
ProudProduction +8%; visitor rate up
ContentBaseline. Nothing to manage — the default healthy state
UneasyProduction −8%; visitor rate down
GrimProduction −15%; no new visitors; ledger pleads with you

What morale NEVER does: weaken walls/emplacements, make NPCs quit or strike, raise raid frequency, or slow the player. Defense staying morale-independent is the anti-death-spiral keystone: a losing streak slows your economy but never softens you up for the next raid.

Anti-death-spiral rules

Presentation (show, don't tell)

Open questions