Some Questions..

1. Moral, i found a class 26 Planet, and after about 20 turns i notced moral was 30%!! i built the only 2 buildings i had to increase it, and it went up to 50%, 5 turns later its back at 30%...isnt there a "entertainer" option liek in Civ? Do Garrisoning ships at the planet work? This is very frustrating as my overall approval rating is 28% :\ None of my 20 planets have moral higher than 50% right now..this seem weird, as a few turns ago most were at 60-90%

2. Trade, Is Trade worth it? on the larger maps i dont build freigters, as i tend to have everyone attacking me, and the Enemy Planets are 30 or 40 turns away.

3. I dont really understand the Tax system up until 40% i get more Tax, after that it drops from getting 500 in revenue, to about 100..whats up with that..i looked through the online PDF manual..but its kinda crappy :\ Also, what is that productivity slider for? i know i can balance my econ using it, but im really baffled as to what it actually is.

3. When i see a resource, that maybe adds 5% to research, all i have to do is make a starbase on it yea? Or do i need some upgrade to get the bonus? Also, can i make multiple starbases whose bonuses stack? IE haveing 5 in one sector all focused on getting rid of the bloody low morale i always have?

4. Where is there a Tech-tree layout? I like to plan my upgrades, and aim for key "wonders" that i want to build, as it stands i have no idea at all what techs i should be getting, or whether there are more than a few wonders...something like the CiV tree would totally rock :D

5. Planets, how do i know which planets are the most productive? I dont see any numbers anywhere denoting there productivity, the same for research.

6. Some of the UN Voting things are weird, on turn 30 of my latest game, ihad to vote on banning Terror stars...ummm i have no idea what a terror star is, let alone banning it, again the lack of any tech tree means i cant even check on it. i cant find out where to research this Terror star thing..sounds scary ;)

~SDC~
311 views 6 replies
Reply #1 Top
1. In the "Details" section on a planetary screen, at the bottom there's a slider for Propaganda. If you push the slider up a bit you can spend a bit of money to make your populace a bit happier. Low morale can also be caused by too high a tax rate (see 2), overcrowding or destabilization efforts from other races.

2. Trade is worth it, if you can keep your trade routes from getting wiped out all the time. :) The extra income per turn from a couple of your own routes, plus a couple of incoming AI routes will add up to a sizeable bonus. You can also build starbases along the trade route, adding modules to the starbase that increase freighter profits.

3. The tax system is a 'real' system, in that the more you try to tax people, the more people will evade their taxes, so the less money you end up getting back. If you lower it down to 10% virtually everyone will be paying. If you bump it up to 90%, virtually noone will be paying. And who can blame them? ;)

3. (Part the second) Yes, you just build a starbase on top of the resource to start "mining" that resource and reaping the benefits. You can then upgrade the starbase with extra modules that can allow you to get even more bonus out of the resource. Bonuses from multiple starbases stack, but you can't build multiple starbases on top of one resource. Defensive modules only enhance the defense of the starbase they are added to, not all starbases in that sector. Otherwise, go nuts. :)

4. In the links section on the GalCiv website there should be a link to JavaScout's website that apparently has a tech tree.

5. There aren't any "Rich" or "Artifact" type planets, as you see in Master of Orion. The planets are just a certain "Class" number. The higher the better, with 14-15 being the general "minimum" level you should be colonising.

6. The UP Council will sometimes do odd things like that. My advice would be - If you don't know what they are, vote to ban them so noone else can use them without dropping out of the UP. ;)

~SDC~
Reply #2 Top
http://webpages.charter.net/trevorpowdrell/
^^ the link to JavaScout's website. :)

~SDC~
Reply #3 Top
Thanks

D'oh me, neither my G/F nor myself even noticed the detail tab on the planet screen!! Grrr silly me! Thanks for the info on the Tax, guess that makes sense. As you can probably tell im a Moo player, sadly until a few patches i dont think i'll be playing Moo3 much anymore. JavaScouts site is pretty cool, although i would prefer a printable copy of the whole tree, no matter how bad the quality.

A few more Q's.

1. Elections, Do you know how the parties gain power, and is my planetary moral linked to me keeping power, im assuming the slider in the details tab you pointed me to has some efect.

2. How come i seem to fall rapidly behind on tech? I generally put military production up to 80% until i have the planets all settled, and one starbase on the resources i find in my sectors, even so i find that when i meet other civs they have 10 or 15 more than me! Im not complaining, i love a challengin game, just wondered if this kind of start is bad?

3.Trade Goods, ok these BAFFLE me!! i see them in the research screen, i research them, and notice them in my planetary build option, now when i build them i get a nice message saying i own that resource..cool..but what the heck do they do? I notice other civs can build the ones i make, and i can build the ones they make, so they aren't like a monopoly on products. I did notice them in the diplomatic screen, but they seemed pretty worthless, they would't even trade me one tech for it, or £50 for 0 months. Or is my Civ3 experience making me miss the point of these? Right now i dont see why i need or even want to make them.

4. Sometimes i get buildings that say they offer bonuses, like "Aphrodisiac" that offers a 30% faster pop build rate, is this throughout all my planets, or the one i make it on? I seem to get confused between which bonuses afect planets and which are like the Civ Wonders and affect all my planets.

Ahh well, back to the game..5 games 5 losses so far..not sure if my ego should be insulted right now :P

Thanks for the help

~SDC~
Reply #4 Top
Ahh ignore the tech tree, i see Javascout has a text PDF with all the techs one..WOW far far more to research then i thought :D

~SDC~
Reply #5 Top
#3,

1- wish I knew, too...

2- most of my games begin that way, too, but later on I usually can get ahead of them in techs. I'm playing with "sub-normal" AIs, though.

3- trade goods, from my understanding, *are* supposed to be exclusive. Right, people?

4- "Aphrodisiac" is one example of a trade good. I believe it affects all your empire.


~SDC~
Reply #6 Top
1. I suspect it's based on what your Empire is doing a lot of at the time? If you're fighting heaps of battles, the War Party may come out on top? I'm not entirely sure on this one either. :)

2. Perhaps the AI is specialising on techs more, whereas you're going for a more balanced approach? They may also have been trading (or demanding) techs amongst themselves. Probably also because they have a better economy than you, so they can afford it a bit easier?

3. There's a bug with the trade goods (and wonders) that lets them be built more than once at the moment. I think the trade goods are meant to be for trading via diplomacy, but I don't really get the point either.. :)

4. Aphrodesiacs are a trade good, so they'd be empire wide, I think. Things like the Entertainment Center and Multimedia Center that increase morale will only have an effect on the planet they're built on.

~SDC~