Today we bring you an explanatory guide on How To Increase All Satisfaction Stats in Memoriapolis with precise details.
In Memoriapolis, it is not simple to build a prosperous city while keeping your inhabitants happy. You can't build a civilization that can last the test of time without the people who live and work in your city. The enormity of this undertaking makes it all the more important to keep tabs on their health by controlling five critical variables. Learn more about Memoriapolis' Satisfaction stats and how to level them up with our handy guide.
Every Memoriapolis Customer Satisfaction Report
- Health directly influences your citizens' productivity. Well-fed citizens work faster, leading to increased production.
- Safety is crucial for maintaining a stable city. A high Safety stat reduces the risk of workplace accidents, faction conflicts, diseases, and crime.
- Belonging reflects the trust between factions. A higher Belonging stat promotes unity and prevents factions from becoming hostile.
- Esteem impacts decree duration and production speed. Satisfied citizens support decrees longer and work more efficiently.
- Creativity is essential for generating new Blueprints, driving innovation and progress.
How To Increase All Satisfaction Stats in Memoriapolis
The proportion of contented vs dissatisfied residents determines the trajectory of statistics in Memoriapolis. If any statistic is allowed to go too far into dissatisfaction and is not checked, it will have a detrimental effect on all of the game's statistics.
Knowing how to keep all five statistics in the 'Satisfied' zone and your citizens pleased is absolutely vital. Rapid and effective city construction is out of the question if a large number of statistics fall into low satisfaction, as migration would halt.
Health
Food shortages and escalating faction tensions are two things you wish your city could stay away from. Your residents will get increasingly dissatisfied the longer these issues persist, as they have a direct impact on the Health stat.
More Small Farms must be constructed if food shortages are to be averted. Your food supplies will be depleted in a matter of Cycles unless you begin building farms as soon as your population grows.
You can lessen the likelihood of clashes between factions by increasing the distance between your Culture structures. For example, it's only natural for citizens with an affinity for Education culture to congregate around two buildings dedicated to that culture. Conflict between the two factions is inevitable, though, if military structures are also constructed in close proximity to educational ones.
Maintaining physical distance between structures of different cultures will help you design a city where faction strife is low.
Risk protection
In Memoriapolis, the Safety Satisfaction stat takes a hit when crimes like theft, assaults, epidemics, and faction conflicts occur. If the majority of your city's residents start to feel unsafe, you should expect a number of problems to arise.
Commence by erecting a few of military structures to enhance security. Finding the "Public Sanctions" decree in the Military section of the House of Grievances should be your next step. For a short period of time after this decree is passed, the Safety Satisfaction stat will rise.
Managing faction tensions is another approach to safety. You may see which factions are at odds with each other by looking at the House of Grievances, which lists all of the factions. After you've tallied up the warring factions, pick one and issue a decree to put a temporary halt to the tensions caused by it. Instantly relieve tension by expelling a faction.
A specific amount of Cycles will elapse before this decree expires. With a cost of 10 gold per Cycle, you can increase the duration up to 120 Cycles.
A sense of belonging
In Memoriapolis, the Belonging Satisfaction metric is significantly impacted by the Religion Culture. You can entice more Religion faction citizens to live in your city if you set aside a specific region for Religion Culture structures.
Your Belonging stat will gradually increase as you acquire more Religion buildings.
Another option is to visit the House of Grievances and utilize your political acumen to boost the Belonging stat if it falls too low. For a number of Cycles, the "Self-Flagellation" decree found in the Religion section will increase the Belonging Satisfaction stat. As you might expect, each Cycle costs 10 gold, therefore the total number of Cycles is directly proportional to your gold budget.
Esteem
Conversely, maintaining a high level of Esteem is essential, as it is one of the most important Satisfaction numbers. The number of Cycles a decree lasts and the speed with which resources are produced are both affected by esteem.
Constructing numerous Politics Culture buildings, while keeping them far from other cultural buildings to prevent disputes, is the optimal technique for raising the Esteem stat.
Creativity
Lastly, of the Satisfaction numbers, Creativity is the one with the least impact. Increasing the Architectural Office's level so it can produce more blueprints per cycle is the only surefire way to raise Creativity.
Once you enter the Middle Ages, you'll have access to resources that are needed to upgrade the Architectural Office to Tier IV. While you wait, you can speed up the creation of Blueprints by 15% by using the "New Territories" decree found in the House of Grievances' Education section.
Consider passing the "Attractive Schools" edict, also featured in the Education section, if you're seeking a speedier method to increase the Creativity stat and Blueprint generation isn't your primary concern. Despite costing 10 gold per Cycle, this decree enhances Creativity every Cycle.
Finally, now that we know How To Increase All Satisfaction Stats in Memoriapolis, we will have to do it with these instructions to achieve it and progress in this game.
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