PQ also effects Tax income, Production, Morale, Max Pop, Pop growth and Research.
We just dont know the exact numbers for these.
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It also affects production and taxes, according to the encyclopedia entry on "Economics in GalCiv." Basically, Taxes fall off when they're more than twice the planet quality, and production gets more expensive when it's more than 10 times the planet quality.
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yup
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#29
by Citizen Hronk - 4/28/2003 10:17:49 PM
Frogboy, this chart seems a bit off. Example: I start the game with a size 20 planet and 50% taxation. The population eventually levels off around 2500 million. If I then build a entertainment network (+20 morale), the population levels off at.....5000 million.
Neither of these make sense; according to the above charts, the population should level off (54% morale or so) at 1.5 billion initially. The entertainment network should net a gain of 600 million people or so.
Hmm.....
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#30
by Citizen Hronk - 4/28/2003 10:22:05 PM
It works for a class 16, though. Blagh
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#31
by Citizen Hronk - 4/29/2003 4:56:32 AM
Some testing:
At a 50% tax rate, a class 20 planet maxes out (54 morale) at 2500 million.
If build an entertainment network (+20 morale), the planet goes up to 5000 million.
If you do the same thing with a +20 morale starting choice, the planet maxes out at 2700 million.
Building an entertainment network this time results in 5200 million.
Obviously something very wierd is going on.
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#32
by Citizen Franco fx - 4/29/2003 6:16:50 PM
What is the down side of colonizing 14 planets on a tiny/small map? If you don't get a boost event you can raise the quality with soil enhancement and hab improvement. Is it still better to go with a couple or three systems than 5-6 with subnormal planets?
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Sorry, I still don't get this bit:
________________________________________________
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%
_______________________________________
Could someone please explain it in words of one syllable or less..
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I'm not sure that info is up to date, as the 1.03 readme says that it's easier to get more population now.
Also note that the empire-wide morale stat is a boost applied to specific projects. If your empire has +20% morale and you build an entertainment network, the planet gets +24% added to its morale... this means that in the late-game, even medical centers can give a solid morale bonus. Actually, as far as mechanics is concerned, there's no point in thinking of planetary morale as a percentage at all.
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You bet it's observed Nothing else nests like that because nothing else works like Morale.
As I said, the final morale score isn't really a percentage, it's just clamped to the 0-100 range for display and calculation purposes... so the calculation for morale, AFAICT, goes something like:
class_factor + pop_factor + tax_factor + ( empire_morale_mod * sum_of_improvement_morale) + other_crap
I haven't checked to see if debt_factor modifies empire_morale_mod or is just another flat penalty... but what I'm *really* curious about is where destabilisation fits into this. Is it just a 1-100 flat penalty (in which case, it's most useful early in the game), or a modifier that effects empire_morale_mod (in which case, it's most useful *late* in the game).
I wish this game had a test-bed mode
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#37
by Citizen Actuarian - 5/31/2003 1:08:11 AM
Could you post the class bonus morale for class 13 and 14 planets? Sometimes these have to be colonized for strategic reasons, even when you can't afford to rush build a class improvement.
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What are the new penalties?
Maybe I'm not looking in the right place, but I couldn't find anything.
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So an enemy "spying" on you can lower your morale? 'Cause my morale is low,and I don't know how to get out of it!Almost all of my planets are a least a class 20 (and I'm not joking!) so I don't know what the deal is here! Although I did find out that a guy was spending a lot of money spying on someone! But I don't know if that means me or not!
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Keeping morale high seems to be a very good idea.... and the higher the better. Thats what the AIs seem to be doing too, close to 100. Generally its a matter of lowering taxes and building morale boosting projects (like Ent Network). If you have one or two planets out of synch with the rest, you can often fix them with the propaganda slider as a temporary measure (planet details screen).
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In this post the morale-effect on pop growth is described shortly.
In short the message would be that what really gives a boost in pop-growth is keeping morale above 98% (should double growth rate)
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The way I understand morale and PQ is that PQ affects morale and morale has a direct affect on everything else. To put it simply:
PQ has a direct affect on a Planets starting morale.
MORALE directly affects POPULATION GROWTH and MAX
TOTAL POPULATION combined with MORALE directly affects TAX INCOME
TOTAL POPULATION directly affects PRODUCTION and RESEARCH.
SO...
PQ
---> Morale
------> Total Pop (and growth)
---------> tax income (combo of pop and morale--> higher spend rate avalable
------------> prod and research
---------> production
------------> more improvements and defense
---------> research
------------> better improvements and defense
So basically PQ and morale are at the top of the food chain and thus THE MOST important aspects. One commonly misunderstood thing appears to be that 54% is low morale. It really isnt. It just means your population is growing. There is no danger at this point of your planet succeding. That happens at around 40 I think. To keep your population growing you have to be above 40. Growth doubles at 100 (according to manual).
As far as class 13 and 14 planets go, i have colonized class 14 planets and been able to make them into positive additions to my empire through PQ AND morale improvements. If you have enough bonus PQ and morale from either starting abilities, improvements, or starbase mining (in the case of morale) you can still get in the 30b+ range with a starting PQ of 14. But this is predicated especially on if you picked a PQ ability and if you control one or more moral resources. Without this high of a population, its hard to get a high amount of production (in terms of ships) from a planet. However, this too can be offset by a starbase with lots of mining and economic modules. Ive never colonized a 13 or lower but have been very successful with 14's if I control morale resources and PQ abilities. So I wouldnt call them deathtraps. If there is one that offers me a strategic advantage i will colonize it. But you have to grab the 20+ ones first cause they can get populations at around 50b with the right bonuses. Ive seen precursor planets with PQ's of 42 before and they are just frickn HUGE!!!
As far as empire bonus AND morale resource bonus goes, I agree with Cataleptic that it is used as a modifier to your bonus morale from IMPROVEMENTS. NOT additive to your base. In late game ive seen a planet with morale of 54 got to 100 by building a +20% morale improvement. I now believe this was because of the morale resources and galactive achievements I had giving a multiplicative bonus too the IMPROVEMENT bonus. The formula is something like
Base Moral = PQ morale + tax moral + pop_factor
Base moral + ((1+ empire bonus + morale resource) * (improvement bonus)) = planet morale
so if you have morale improvements adding up to 60%, and moral resource giving you 53% bonus, your actual bonus to BASE morale would be 60 * 1.53 = 91.8!! So grab those morale resources!!
This is the only way I can think of it that makes any sense. Hope this helps.
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forum troubles
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forum troubles
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