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Rapporter et oversættelsesproblem
There you have every (i think) factors influencing happiness for that building. If you hover the mouse over a factor youll get a small info with a number, if the bars arent precise enough.
The first step is to address any morale factors that are in the red -- Crime and Crowding in your case.
After that, add a variety of decoration / atrium buildings and service buildings all around your colony, especially in areas where morale is lowest.
http://steamcommunity.com/sharedfiles/filedetails/?id=1224761139
1.) Like the others said above, address any complaints or problems the people have, like crime, crowding, polluted air, food availability, etc.
2.) I'll usually set aside space for my residential buildings for the 4 major "happy" buildings, as I call them. Hospitals are a must, as well as parks. The parks a nice cheap way to entertain people. Later on, you can build shopping centers and [after the lab is built] set up a VR center. I'm guessing it's like a movie theater and arcade all in one. Bars and Grills (usually one in regular mode and one in Bistro) are also very welcome.
3.) The final way of dealing with the morale issue during the campaign at Tenari Glacier, is to cheat. You can get the artifact early (before the subject comes up in the story) have your scientists research it, and activate it, and morale goes through the roof ;).
Frankly, I'm not sure statues really do much for the colony except make it look a bit prettier.
And here I thought they meant they wanted more distance between residential buildings, i.e. place residential buildings further apart to avoid crowding.
Guess it's time to start over *again* LOL