I need some help. I am playing on a gigantic galaxy, abundent on all settings, and tight clusters.I have a large empire with lots of trade and second most planets out of nine races,I am at 100% production insuring I am always on top of the other empires,and at 11% taxes am still keeping a steady flow off funds going into my pockets.my empire approval is 89%, I have frictionless clothing, and hormony crystals, and placed extream stadiums on all my planets. BUT even with all this said, my homeplanet and two others inentirely different areas are at 40% or less approval, and are saying they enjoy low taxes, but want me to use the planet for "MORE". What am I doing wrong?
(I am on challenging)
Scorpion
Hi!
Too much population, too low morale ability. Destroy (some) farms on low-approval planets. For better explanation check wiki on Approval.
To manage approval there's a rule of thumb, that works in all GC-2 expansions: NO farms on HW and planets class 10 and lower, one farm on planets class 11+. Stick with it, and your game will be much easier.
BR, Iztok
With few exceptions, I limit populations to 12 or 13B per planet. If you are willing to be content with 9B, then one can generally manage w/o morale buildings. Since invasion fleets require lots of 3B invasion transports, I normally go to 12 or 13B with one morale building. If I invade a planet and find it with excess farms, I build over them promptly.
As Iztok posted, the morale bonus all high PQ planets get can allow higher populations.
If the planet on which you place your Political Capital has a morale bonus tile and you place that capital on it, that planet can often support a higher population.
One more caution, if you do build farms on planets in your Empire, consider going to the Governor setting on every such planet and turning OFF auto-upgrades. That way, if you inadvertantly obtain "better" farms, you won't discover that your Governors have upgraded them all over your Empire, consuming vast resources and letting all those worlds edge up in population and down in morale.
OMG : O to defend agaist invasion and get lots of taxes most my planets have between 10 and 25 billion people, lol. I may be holding armadas of troop transports but people or not liking it, my influence and production and reserch and taxes and defenses are based off my high pop. I think I may just restart, all 31 planets in my empire are covered in farms : O lol.
Thanks I am gonna start a fresh game and avoid this ever happening again.
It also depends on which game you're playing. In TA, planets always upgrade to at least class 8. In DL, you get planets as low as class 4. In TA, I always run at least one farm, two on higher class planets that have room for some morale buildings.
It's not a big deal if the pop cap on a planet is higher than morale can support. Population will just grow until it hits the morale limit, 41% if I recall correctly. I don't see any reason to keep overall approval above any level other than to pass elections and manage population. Morale relates to population on a per planet basis and taxes can be temporarily lowered just prior to an election.
I am already doing better, it also helps to have so much free space to build on.I think I will do well this time around, thanks all : >
BTW, if you get a "Starship Bonus" planet with a particularly juicy high bonus, give that one some extra thought as to what to build there.
If the planet is a low PQ one, keep in mind that ships retain their as-built % bonuses even if they are refitted later. That is, a huge hulled, engine-less ship with one laser and one ecm built with a 53% bonus, will have that same 53% bonus even if refitted on the other side of the galaxy 100 turns later with 20 black hole eruptors, warp drives, and zero point armor slabs everywhere.
Question: once a planet's population is maxed out, isn't the approval rating kinda irrelevant as long as it isn't so low that the population is declining? (and even then, so what?) Sure, the overall approval of your empire is important, especially at the start where the PG bonuses for 100% and 75% are worth juggling the sliders for (especially for Torians), but don't the individual planet ratings become more and more irrelevant as the game goes on?. Isn't it better overall to have an 'unhappy' planet stacked with population paying brutal taxes to your empire than a 'happy' planet with lower population paying lower taxes? Or do you get better production & research if the morale is above a certain limit, and lower if it is below another limit?
Morale only affects population growth and population only affects planetary economy and influence, so, yea, screw morale, it's better to have more people paying brutal taxes. That's pretty much the objective, work your morale ability and popoulation growth ability so you can have more people paying brutal taxes. I do drop taxes for population growth, but that's the only time I do it except to pass elections. Once population is where I want, taxes are maxed, but not too high as to cause loss in population. I use the Civ Manager colony list and sort by approval. Then I adjust taxes as high as I can without the lowest approval planets going into decline.
Higher approval ensures no election problems (one can keep morale low and drop taxes just before each election, but I can overlook that announcement) and helps refill the planets for invasion transports more quickly. That is, I build a transport at every planet and fill it as soon as that planet maxes out population. The transports then get sent to a rally point where I also send warships. Oftimes, I make that point the nexus or intersection of many starbases with speed booster modules. Thus, they become the invasion fleets.
I found this steam of posts interesting. I learned the hard way over several early games to control the number of farms and moral improvements on a planet. I make a lot of decisions based on the bonus tiles on a planet. My base plan for most planets of 14 or less and not a capital is no farm and three moral. 14 - 17 is one farm, and 18+ is two farms. A planet of 12 or 13 with a double farm tile and a moral bonus tile will get one farm. Larger bonus farm tiles only get a farm if 14-17 with moral bonus tiles or on 18+. For my play style, this works well for most of the game. I specialize planets. Some vary large planets never have a farm, have three moral, and then what ever I need for the specialization (manufacturing (ships) or research). Very small planets don't get a star port. Late in the game, I usually have some large planets without a star part, a lot of population and economic improvements.
For a normal game
Things change as a game progresses. I adjust as I go. It is common for me to build over improvements to get the type of plannets that I need at the time. I just finished a very long game after several months of play and saw some interesting things like a planet with a very large population and approval of 23%. I had forgetten about the plannet after putting a lot of fertility clinics on it. When the moral dropped below 30% I couldn't convert them fast enough to virtual reality centers. For some reason, my plannets wern't losing population to bring them back to 30% like use to happen. In the last several years of the game, I noticed many cases where planets were still growing with moral in the red and even below 30%. I think that this likely came about from some of the many things found by my survey ships. The game stretched out when the Peace Keepers showed up and took out my ascension bases and I needed to quickly convert to masive ship production to defeat them. Several plannets were delayed in being coverted to econimic production for the cash needed to upgrade ships as I discovered better weapons. I had stopped warship production when my fleets far exceeded my opponents. I ended the game with 10 times the military rating of the other remaining major players combined. The Peace Keepers added about 3 days of play to the ascension victory I was aiming for.
During the course of that game, I was able to keep my Spending for production at 100% for all but about 30 turns. My taxes were usually about 10% less than the breakpoint for what the moral/economic technology at the time allowed until I had all of the neccessary techs and then I was able to get it to 100% with the last about 200 turns between 85% to 90% due to gaining planets through influence or losing players giving me their planets and wanting to keep my overall moral above 70%. I was able to keep my overall moral between 70% and 90% with several plannets at 100% for the extra population growth. I went the whole game without ever being at war except with pirates or Peace Keepers by keeping a large military rating and never entering into aliances. (A note of interest is that I ended the game with 99% of the habitable planets without invading any plannets or building influence starbases.) I had a lot of planets with 22B and 5 above 22B with one at 23.4B. My influence covered 90% of the physical map. My net income was over 63K bc.
A lot depends on the type of game you want and the decisions that you make. For my next game I am increasing to an immense map and plan on a military conquest game. I plan to use military starbases for the first time. Reading from another thread planted the seed to play with them. I will likely have smaller populations with some specialized for producing large slow troop transports. Once I get the tech for my 4K troop transports, it will take a plannet with 16B population to fill them as they are produced. That means a max population of at least 16B with 20B being better. Fertility clinics will need to be balanced against manufacturing to pump these out at a steady rate with a full complement of soldiers.
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