Developers, please make morale adjustable

I think that it will be very good if we can change morale value, at which population stops growing. This can be done either for each planet individually, or, what I prefer more, this can be the same value for all planets, but adjustable by player!

MxM
437 views 15 replies
Reply #1 Top
And of cause, higher value of that population stopping morale, means lower population on the planet, and thus lower taxes. I think that the way how morale is currently calculated is fine, what needs to be modified is how the population rate depends on morale. This should depend on player adjustable value.
Reply #2 Top
Morale is player adjustable, what do you mean?

~SDC~
Reply #3 Top
Not the morale itself, but the value of the morale at which population does not grow on the planet.
Reply #4 Top
Hey MxM111, in several of your posts I see you use the phrase "of cause" when I believe you mean "of course". I'm just a nitpicker. ;)

~SDC~
Reply #5 Top
I am sure President Bush wishes for the same feature.
Reply #8 Top
Hey,

This has nothing to do with real world. I just try to suggest an easy change in the gameplay that make the game more interesting. If implemented, it gives the additional choice of either make people happy and have less taxes, but high approval rating, and thus senate control, or make people less happy, but more population and possibility to hold senate for only less lucrative forms of government.

It is not less realistic then to say that population growth is somehow related to the approval rating or to the "morale". A lot of poor and desperate countries has much higher population growth than wealthy countries with "high morale".
Reply #9 Top
Think about it in game terms. It would ruin the *game* entirely as you'd have absolute control over everything.

As I said before, you DO have control of moral. And pretty directly too.

~SDC~
Reply #10 Top
>I think that it will be very good if we can change
>morale value, at which population stops growing. This
>can be done either for each planet individually, or,
>what I prefer more, this can be the same value for all
>planets, but adjustable by player!

For me, this would trivialize one of the dark and gloomy game aspects that provides fuel for so much of the imaginary musings which keep me interested during a game.

The downward spiral of a civilization as population increase fuels dissatisfaction, and a heavy handed government is forced to choose between draconian measures or loosening its grip and becoming less effective in interstellar affairs.

My entire civilization balances a knife edge between keeping the population content and economic or military catastrophe. Do I implement a "China" solution and fling unwitting colonists into the void? Or do I reduce my military spending in a vain effort to keep the populance happy with harmony generators, and leave systems guarded by fewer starships than they really ought to have with the Drengin Empire so close?

Actually, I think that the 1.02 patch might have weakened this dynamic already. I've been playing with bonus PQ though.
Reply #11 Top
Not a very good idea IMHO. I had troubles with morale too at first, but in my last two games I've had it fully under control.

Besides lowering taxes, there's research to be done and the odd morale resource to mine. There's propaganda and there are social projects. All in all very direct ways to control morale yourself.
Reply #12 Top
Morale was designed to be something that you will deal with throughout the entire game, and with good reason. These are literally billions of people that you are dealing with, having even half of them like your policies would be impressive. It shouldn't be an easy task to pacify everyone as it often is in so many other games. This is one of the few to get it right.
Reply #13 Top
1.02 makes morale much easier to manage. I can typically, without *any* morale bonuses, raise taxes to 60-62% without dropping below 50% approval. And my approval seems to creep up over time, so I'll find it in the 70s-80s when I check back.

This is on "beginner" difficulty level, though. I'll be starting a game at normal soon enough.

~SDC~
Reply #14 Top
Yeah 1.02 has nerfed some of the fun out of the game for me, now that you mention it. I'm taxing at 55%+ and having 75% approval ratings...

Oh, I wish Brad would stop kow towing to the players who whine at the opposite end that I whine at. :) Especially since I'm playing at all Intelligent after only 5 games. :(

~SDC~
Reply #15 Top
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This just isnt possible, its insane when you think about it.

News flash goverment passes new law, if your not happy all children are killed? :-
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Ok! If you want real world example – it is called immigration policy! If you would like to have high morale, just stop emigration, if you would like to have a lot of newcomers, and less prosperous population, do the opposite! I will not even bother for real world examples, you know them as well as I do.

/Quote
As I said before, you DO have control of moral. And pretty directly too
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It is not about the control over the morale, it is control over the population growth dependence on morale.


/Quote
For me, this would trivialize one of the dark and gloomy game aspects that provides fuel for so much of the imaginary musings which keep me interested during a game.
Quote/

This I actually agree, so I would like to back up a little. May be the range within which the “zero growth moral” can be modified, should be limited, or be dependent on the government type. What do you think?

MxM