This post should really go in the strategy forum, but that forum is dead
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Nope, the strategy forum isn't dead, it is just asleep: it is just waiting for someone to post something. Especially newbie posts since Galciv veteran have no longer strategy questions to posts.
Peace Phoenix once posted a scale showing the maximum poulation allowable by planet quality (PQ) on an unimproved planet to keep the morale at 100% (PP can you link it?).
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I haven't posted a such thing. But I have posted here http://www.galciv.com/forum.asp?BID=GS&id=155077#186188 (post #15) a table for knowing the pop level at which the 100% morale is no longer needed for max growth.
(1) Aside from the spend rate and existing improvements, what determines how much industry and research a planet produces? It doesn't seem to be population, morale, planet quality or time since colonization.
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Wrong: population, morale, PQ have an impact on production. To experiment this:
- land 100 Millions colonist on planet with PQ ranging from 15 to 20, with 100% morale on this planet. You will see some small difference (sure, it will be something like 1 or 2 BC in production)
- Have an overall morale of 100%, everything spend on military (with 100 spending) then raise progressively the taxes (with planets displayed on the righ with the lep of F2 key). You will see that the production experience some fall with the decrease of morale
- Look the PQ of Earth (with 1 000 Millions colonist at the beginning of the game) and the associated production and try to land 100 Millions colonists o na planet that have the same PQ than Earth. The production will be smaller
(2) Similar to the first question, aside from the tax rate, what determines how much income each planet produces? Again, the four factors mentioned earlier don't seem to affect this.
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PQ, population and moral. If morale drop below 25%, you will experience a severe loss in income
I am a veteran of Civilization and MOO where manpower is of the utmost imporance, but is it in GalCiv
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It is the same in Galciv: manpower is very very important. And if you look at the link I have given, you will see that 100% morale is absolutely critical for population : the production is at a maximmun, as well as the growth rate.
Now, lets look at you planet:
Earth:
PQ:19
POP:2150
Morale:20
Income:4bc
Military-2; Social-3; Research-3
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The problem is the 20 morale: it costs you income (you income should be near 15 with a such planet), some production and pop growth (in this case you have negative growth, meaning you are loosing people)
Alpha Centauri V:
PQ:15
POP:432
Morale:42
Income:8bc
Military-2; Social-2; Research-2
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Situation a bit better than Earth (morale greater than 25%) but not good for population growth
Polaris I:
PQ:18
POP:1188
Morale:38
Income:16bc
Military-2; Social-3; Research-3
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As the moarle is the same than Alpha centauri V, you see than PQ and population help a lot to see the difference in income.
As a rule of thumb at the beginning:
- have always 100% overall morale (you can use the propangage slider located in the "details" of the planetary screen to improve on a specific planet if it allow to raise taxes sliders and gain moare BC than you are spending with propaganda). This will allow to experience a maximal growth. So set the taxe to the maximum tha allow 100% morale
- set the spending rate at 100% at the beginning: you have 1000 BC in treasury, and there are best spend with deficit than with rushbuying projects. To forget to adjust it later to avoid a negative treasury (if the treasury falls below -500BC, spending stops)
- don't use split spending at the beginning: population is the key, so you need to produce fastly colony ships to claims yellow stars before the AI. With 100% morale, 100% spending rate and 100% military spending, you will be able to produce colony ships on Earth every 3 turns
And another thing - how come that when I change my ratios my total expeditures also change? Shouldn't the ratios determine how my net total expenditures are allocated? Or is that just because of rounding errors?
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It is rounding IF split spending is the only thing you change.
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