A few things I remember from waybackwhen.
- Solid zones can evolve up to 3x3 structures, but generic zones can go up to 4x4. The thing is, generic zones can only hold half the population that a solid zone can, per-tile, but this only applies up to 3x3. The 4x4 generic zone can actually hold a third -more- souls per-tile than the best solid zones can. Getting them up to 4x4 can be a pita, though. And before it gets up to 4x4, you're stuck with the half-capacity problem.
- Upgrading is semi-random. There's even a "botch" chance on that roll that causes a downgrade (with immediate evictions of souls if need be). What influences this is Vibes, Angel/Demon Quality, Balance, and Diversity.
-- Desirable Vibes (good in Heaven, bad in Hell) are put out by civic structures and gifts. Note that on Easy difficulty, you can destroy a gift structure to put it down somewhere else, but on Hard it's gone permanently if you destroy it. Karma-stations and karma track anchors put out Undesirable Vibes. Many rewards/punishments put out vibes as well, but they only touch their neighbors, so it's not much of an issue.
-- Imported Angels and Demons are not only more expensive, but they're a flat 100 AQ/DQ. Homegrown Angels and Demons have an AQ/DQ based on their training, which is set by the Training Centers you build. The cheapest Training Center can accept 90% of all applicants that arrive, but doing this causes the Average AQ/DQ to creep downwards slowly, making evolution harder. The most expensive Center can choose to only accept 10% of applicants, driving the Average AQ/DQ upwards, making evolution easier. Note that wages are not impacted by AQ/DQ. So which do you want? To quickly slap together your cheap homegrown workforce that's dumb as bricks? Or to very slowly build up a crack workforce of Archangels and Archdemons? The only difference is time, and the cost of the Training Centers.
-- Balance is Processing vs Research, dealing with how many temporary and permanent souls you have in local residence. Move the slider until it's bright white and you'll be balanced. Yes this moves around over time. No, you don't have to MacroManager every time, as long as you're willing to do it yourself.
-- Diversity is tricky. The game takes a reward/punishment and looks at it's immediate neighbors (only one tile, it doesn't cross roads). If a neighbor is a different class of reward/punishment (peace vs chaste), that is high diversity. If it's the same class but a different specific type of reward/punishment, that is only a little diversity. If it's exactly the same class and type, that's no diversity. Heaven wants high Diversity. Hell wants no Diversity at all.
- Later on, your rewards/punishments start expanding in capacity by a global multiplier, based on how big your overall afterlife is. This is what really drives your Soul Rate up.
Post edited August 03, 2018 by Zorlond