Approval

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.

## System Approval

System Approval shows the happiness of the system's population. It is expressed in percent from 0 to 100%, where 0% means 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:

* 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.
	+ Symbiotic Living law (Niris): +5 per system level on systems, +1 per  on Systems
	+ Happy Harmonies law (Harmony): +5  per Strategic Deposit on System
* 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.
	+ +2  per leading Political Party representative on System
	+ -3  per non-leading Political Party representative on System

### 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

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## 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.

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TODO

* What happens with mutinous systems?
* What happens with traitorous empires?
* Put the approval sources in a table