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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Morale Tips
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by Avatar Frogboy - 4/10/2003 7:13:59 PM

If only 100 people lived on a class 15 planet, it would have 89% of them thinking you're doing okay.

Think of that as your base morale rating in GalCiv. Less than class 15 planets are just death traps anyway.

Class Bonus Morale
15 0 89%
16 7 96%
17 14 103%
18 21 110%
19 29 118%
20 36 125%
21 44 133%
22 51 140%
23 59 148%
24 67 156%
25 75 164%
26 84 173%

Getting people on the planet can tick them off.

Pop(b) Penalty
1 -32%
2 -63%
3 -95%
4 -126%
5 -158%
6 -190%
7 -221%
8 -253%
9 -285%
10 -316%

Then there's your tax rate penalty.
Tax Rate Penalty
10% -1%
20% -4%
30% -9%
40% -16%
50% -25%
60% -36%
70% -49%
80% -64%
90% -81%
100% -100%

These are the 3 basic things that affect morale. There are many others including your civ ability, debt penalties, destabilization, etc. But these 3 are the big things.

                      
#1  by Citizen vmxa - 4/10/2003 7:32:52 PM

Ok, I wil bite, what do you mean getting people on the planet?

      
#2  by Avatar Frogboy - 4/10/2003 8:30:04 PM

Population growth.

                      
#3  by Citizen Cataleptic - 4/10/2003 10:11:36 PM

The tax-rate penalties seems a bit on the teeny-weeny side... is that value cumulative with the rest, or is it applied directly to the final morale score?

i.e. If you boosted a morale resource up to 68%, would it effectively allow you to set your taxes to 80%?

Is there a separate hit for changing the tax-rate, or just one for the current rate only?



        Posted via Stardock Central
#4  by Citizen Hronk - 4/11/2003 1:13:11 AM

What's the "bonus" column for planet class mean?

         
#5  by Citizen Calin2 - 4/11/2003 1:33:10 AM

I don't suppose you'd give the formulaes for morale and income, right?



       Posted via Stardock Central
#6  by Citizen Wargear - 4/11/2003 2:31:11 AM

the bonus is what is add to the base....in his example it is just redundant information.

example
class 15 planet = morale of 89%.
class 16 planet = morale of 96%
96
- 89
_____
= 7

7 is listed as bonus...just meaning that is the difference from that class planet compared to class 15 planet.



       Posted via Stardock Central
#7  by Citizen ElGranCapitan - 4/11/2003 9:44:15 AM

What else does planet class directly affect? Does planet class directly influence pop growth, tax base, construction/research? By what %?

Confirm or Deny:

I know that when planet class is improved, the amount is rounded down, i.e. 16*1.1=17.6, a 16 planet class becomes 17 not 18 with a 10% improvement. But it appears to me that the remainder is kept in future calculations, when the planet is subsequently improved, i.e. that class 16 turns into a 17 with the first 10% but a 19 on the second 10% (i.e.16*1.1=17.6, 17.6*1.1=19.36).

      
#8  by Citizen Alf Melin - 4/11/2003 10:15:16 AM

Paul, AFAIK it's no 17.6*1.1 but rather 16*1.2... ie the system knows the start value and adds all multipliers before applying them.

                    
#9  by Citizen ElGranCapitan - 4/11/2003 10:33:57 AM

Alf, if that's the case then it doesn't add up from what I can recall.

I take PQ +15%, colonize a class 16 world and get PQ of 18 (lovely!). I build soil enhancement (+10%) and go to 20. I build the next +10% (habitat improvement^, can't remember), and go to PQ 22 (as I recall, I'll double check tonight , if my wife lets me ).

Under what you propose, we're fine for the first improvement, but for the second your formula should give 16*(1.35)=21.6, so I should be showing a PQ 21. If my memory is correct and I got a 22, then it does appear that the bonuses stack, and as I gather from the threads here that seems to be the cas with other bonuses. Although perhaps not according to the formula I've proposed, any other ideas out there?

      
#10  by Citizen Nirvana_CN - 4/11/2003 10:46:20 AM

Am i right in thinking i can just extrapolote these figures? I use the +15%PQ trait, and regularly have planets in excess of class 26?

Or are planets over 26 pointless and thus the Last improvement on high class planetsis useless?

Cheers



          Posted via Stardock Central
#11  by Citizen waright - 4/11/2003 11:33:54 AM

Great information, you have given about 7 or so very informitave posts like this with good detail (maybe more or less.. dunno) any way we can get running list of these in the section "encyclopedia" as you post them in the forums?

       
#12  by Citizen waright - 4/11/2003 11:35:15 AM

or just add it onto the "Galactic Civilizations Unoffical FAQ" in there plz

       
#13  by Avatar Frogboy - 4/11/2003 4:05:02 PM

You can extropolate them on to infiniti.

                      
#14  by Citizen Nirvana_CN - 4/11/2003 5:02:16 PM

Perfect I wont ditch the 15%PQ Godsend then



          Posted via Stardock Central
#15  by Citizen Phaedyme - 4/11/2003 7:39:22 PM

Infiniti?

If you're planet's cool enough, you get a car?



                 Posted via Stardock Central
#16  by Citizen Phaedyme - 4/11/2003 8:28:01 PM

"if your planet's cool enough"

I hate fatigue.



                 Posted via Stardock Central
#17  by Citizen Nirvana_CN - 4/14/2003 7:10:41 PM

Can the production be posted up like this too plaese? Would be nice to see how thats affected by planet size



          Posted via Stardock Central
#18  by Veteran Za H - 4/15/2003 12:09:08 PM

Any chance we can see the original formulas for those morale modifiers above? The tax penalty is clearly tax rate squared, but the others are hard to determine without enough data points, and the base morale from planet class isn't a linear progression for sure. It's not impossible to obtain a class 82 planet, so it would be nice to know the underlying formula too.

      
#19  by Citizen Bob Smith - 4/15/2003 2:25:05 PM

I would be interested in knowing the lower planet percentages too. Sometimes there aren't enough 15+s to go around. It seems in that case the morale is really horrible to start with (like 1% on a 12 or 13) but corrects itself over time.

      
#20  by Citizen Rojonia - 4/15/2003 3:53:42 PM

What is the population level corresponding to "1" in the "pop penalty" list? It is this figure which is squared to get the tax rate penalty. And what population level correspondsto "10", beyond which the penalty is apparently constant? These are rather critical to an understanding of the model.

       
#21  by Citizen JimBones - 4/15/2003 4:43:31 PM

What does the population growth penalty mean?
per billion births?
per billion off transport?

Help me, I'm old.



                    
#22  by Citizen Brysos - 4/16/2003 3:14:56 PM

Let me get this straight.

1) Planet quality ONLY directly effects morale?
2) Morale directly effects how many people you can have on a particular planet .. as in below a certain morale rating people wont reproduce?
3) What does the number of people effect? Production? Research? I notice even when I offload millions of people production doesn't seem to change, only morale.

Lets pretend you took a class 15 planet and a class 18 planet. With no improvements, the class 18 planet would end up with a lot more people due simply to having a different morale modifier right?
What if the class 15 planet had a load of morale producing items, would the class 15 end up being able to hold as many people as the class 18 planet? Would it produce as much?

I had thought that planet class effected everything across the board ..

                    
#23  by Citizen Astax - 4/17/2003 1:03:29 AM

Not only planet quality, enemy spying can lower moral aswell.



           Posted via Stardock Central
#24  by Citizen Phaedyme - 4/17/2003 11:08:29 AM

I think he meant that the only thing planet quality affects is morale, not that the only thing in the game that affects morale is planet quality.



                 Posted via Stardock Central
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