I posted some ideas to fix this without adding more sliders a while ago - my first post about the governors is probably too complicated, but check out post number 9.
http://www.galciv.com/forum.asp?BID=GF&id=66132
(and just to repeat - it DOESN'T need extra sliders, those values at the end are calculated for you by the computer.)
re:propoganda - the same idea is easy to put in for propoganda spending if we had an empire-wide propoganda fund. Splitting money evenly on the lowest planets isn't enough, though.
If there's a tiny planet and a huge planet with 40 morale and propoganda money is split evenly, the tiny planet needs a lot less, it's morale could go to 60 while the huge planet only goes up 1 or 2 points. The ideal outcome would be to bring them both to, say, 43.
How's this propoganda algorithm?
start:
if propoganda_cash = 0, or all planets at 100% morale, quit
else // there's still work to do
find the lowest and second-lowest morale levels
(e.g. if your planets are at 40, 40, 50, 50, 50, 60, 60, then the lowest if 40, second is 50)
total_needed = total amount of money to bring ALL lowest-level planets to the second-lowest level (bring all 40-morale planets to 50)
if there's enough propoganda_cash for total_needed, spend it on that, and go back to the start to spend the change (if any)
else // we don't have enough money to bring them all up, so
bring them up as much as we can
for each planet {
amount_planet_needs = amount needed to bring this planet up to
the next morale level
available_fraction = amount_planet_needs / total_needed
spend (available_fraction * propoganda_cash) on this planet
}
after this last allocation, there must be no propoganda cash left, so quit
Example: 1 tiny planet (1 billion people) at 10 morale,
1 huge planet (9 billion people) at 20 morale,
all others at 100 morale.
1bc will bring the morale of 1 billion people up 1 percent. (I just made this last number up, but you get the idea. Please don't flame me for it

)
The starting propoganda fund is 60bc.
cash = 60bc
lowest = 10, second = 20
needed money = 1 billion people on tiny * 10 points = 10bc
Do we have this much? Yes -> spend it, go back to the top
cash = 50bc
lowest = 20, second = 100
needed money = 10 billion people (both planets) * 80 points = 800 bc
Do we have this much? No ->
tiny planet: amount needed = 1 bill people * 80 = 80
available_fraction = 80/800 = 1/10
spend 1/10 of 50bc (5bc) on this planet -> morale goes to 25.
huge planet: amount needed = 9 bill * 80 = 720
available fraction = 720/800 = 9/10
spend 9/10 of 50bc (45bc) on this planet -> morale goes to 25.
no cash left -> quit.
I worked out the splits by the money needed, since the devs might base the costs on more variables than just population. If they do, then my 1bill/ 1bc/ 1morale assumption is out the window, but they must have SOME fixed method for working out the gains you get. As long as it's linear, this'll work.
On a gameplay note, I don't have a problem with propoganda being much more expensive than raising morale with buildings, since using this slider to run morale is like sub-contracting out the secret police.
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