Hi,
we started playing crusade last week... Well.. somehow the new approval system is driving us totally nuts. Approval of planets is jumping 20, 30, 40% from round to round. Building entertainment centers seems to change nothing.
For example I got a planet, class 13, with a city and 2 hydroponic farms. No enemy near it. 15 of 15 pop. Approval: 40% not rising. Rest of my empire around 75... Playing Torian in a easy galaxy.
Would love to understand why approval on that planet is so screwed.
Could you provide a screenshot of the planet in question? One easy way is to take a screenshot, copy it into paint, and then use the Snippit tool to control exactly what you want us to see.
Usually I'm uploading my screenshots to prnt.sc. Hope that's allowed.
https://prnt.sc/fa5uk5
Just tried if the city is my problem and added a second farm and city. So don't wonder...
Approval is much more difficult to maintain now than pre-Crusade. I only played the Onyx yet and my experience with them may differ from yours because of race traits, but in the beginning I have a very low base approval of 1 point from colony capital (except on the home world, where Capital City gives me 6 points) what is enough to keep 1 pop at 100% approval, but that deteriorates quite fast by some formula when the pop raises above the approval level. You see that in the tooltip that is shown when hovering over"Approval" in the Colony Stats section in the lower middle.
Entertainment Center raises the approval rate by just one point now. There are some techs that give percentage bonuses, you can perhaps but economic starbases in orbit with approval raising modules (but the Onyx don't seen to have access to such modules, so I can't say for sure if the modules of pre-Crusade for that still exist), you can research techs to enhance the Entertainment Center to Entertainment Network (and probably farther, but I didn't come as far yet), you can train citizens as leaders and but them to Approval in the Govern -> Economy screen, and there are some events that give some more percentage bonuses when you take the right choice.
I hope that helps
Destroy the city in between two entertainment centers. Put an entertainment center there. Adjacency bonuses will help. Look for Approval Relics. There are a couple techs that help approval, get those. Approval is a deliberate challenge and you cannot ignore it.
You only need one City on a planet. Anything more and you will have even worse approval problems. And you won't get near enough extra production to make it worthwhile.
To add on the last post, you could even reshuffle all the cities and entertainment centers. Destroy the two cities, replace them with entertainment so each is getting double adjacent bonuses, remove all the entertainment centers outside of that circle and replace them with the cities if you wish to keep the tile improvements you have.
Thx. Atm I am destroying all cities until I got better techs. Wish there would be a way to build up population in smaller steps...
I actually really enjoy the new farm/city/approval system. I think the big things are the following:
1) Unless its your capital or a place where you are getting really large approval bonuses, 1 city is really all you need.
2) You really have to look adjacency for approval buildings, ultimately you have to rethink morale as a major concern instead of a minor setup.
3) Farm worlds are pretty nice. One good one can handle the cities for many other worlds.
Handle cities for many other worlds? Is it possible to ship the food?
As far as I understood Crusade you need 2 food for a city and that's it. At least that is listed under food consumption and doesnt change when the city is fully grown?
Food is now Global, not local.
Unless you play synthetic
Yes Approval can be issue in game now. I have increased the base Morale (GoodsAndServices) for the Colony Capital building back to +3 from being lowered to +1 in Crusade. I suspect Morale buildings need to be either +2/+4/+6/+8 with its upgrades or +3/+6/+9/+12. Yes adjacency bonuses will help for Morale Buildings. Intimidation Center (Ideological Motivation Trait Choice 1 ) also gives a +2 Adjacency bonus and +20% (was previously 50% and should be changed back) Morale bonus to its planet.
Planetary special resource Harmony Crystals gives +2 Adjacency Morale bonus. Planetary special resources Artocarpus Viriles or Monsatium Deposit give +2 Adjacency PopulationCap bonus. All Farm Buildings give +1 Population neighboring bonuses. The population growth buildings (Colonial Hospital and its upgrades) give +2 Population bonus.
Yes Stalker0 is right with the switch to Global Food Pool (great idea Stardock) it helps now to have a few Farming planets in your Empire just as it helps to have a few specialized Research or Economic Planets.
Frank999's idea that there should be an upgrade path to Cities makes good sense too - one building per planet but not just +16 population Cap without means to easily keep morale "in check". I believe Gauntlet in his mod had upgrades to Colonial Capital buildings (using existing Government Techs)cthat increases its initiate bonuses and neighboring bonuses including Morale as well.
Yes, Approval is really something you need to monitor and work at. At first I was overbuilding cities since I missed that they now give 16 base pop each instead of 8.
I find I'm building at least two, sometimes three or four, Entertainment Centres on each planet just to keep Morale above the magic 65% number (I believe it is). It sure is tougher than it was to keep folks happy, but overall I see that as a good thing, as it was too easy before.
i emit a synthetic cackle every time I bulldoze over a harmony crystal.
My main problem with playing Yor is that I haven't found out to grow fast with them. Building a new population lasts long and blocks everything. And new colonies reduce the pop on your main planet. So you are slow as fuck. Or are there techs I haven't seen yet?
They are designed to be terribly slow starters that get out of hand in the mid/late game.
What i've been doing lately is starting new colonies with just 1 pop in order to keep the homeworld attrition to a minimum. Later, when the homeworld is built up and can start cranking out robots, i use leftover colony ships to ferry new robots to fledgling colonies.
YOR need to rush-build and optimize factories in order to get colonies going.
Asteroid mining is critical.
Started that too... Colonies with 0.5 or 1 pop to get planets...
Well approval for synthetics is scifi accurate.
You need lots of social construction. A few worker citizens plus some good usage of mines and factory placement you can crank population quite quickly.
100 rounds, easy game, fast pacing, 2 human and 3 AIs. 10 colonies, 24 pop. I'm the last on all toplists. Now finally home colony is cranking 1 pop every 4 rounds. My graphs start finally to rise.
.... And the Slyne declared war. Not a single ship on my side.
Yep... YOR are slow. Buddy with terrans has 20+ colonies, produces 8 or 9 times more research than me.
Hope now my worlds start exploding with me cranking pop out.
With the yor dont worry about population untill you finish building up your planets. How are you on asteroid mining thats your main source of production. Have you thought of going tall with the yor. Lets not forget about economic starbases.
Those do help a lot. Especially when you go Pragmatic and pop the three constructors.
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