What determines morale of a newly colonized world?

I've lost two worlds to defection shortly after colonizing them due to low morale. Both of these worlds were colonized with 1% morale, while other worlds colonized at the same time ranged from 50 to 70%. What determines how high or low the morale will be on the newly colonized worlds?
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Reply #1 Top
The main 2 factors for a newly colonized world are:
a) Planet Quality
b) initial colonizing population

A high-PQ planet can stand more people to start with than a low-PQ planet. Of course, all the global modifiers (morale/PQ/etc. bonuses) will affect this, and your tax rate will determine just how good a planet you need to have to house a trillion people adequately without morale buildings.

-EtherMage

~SDC~
Reply #2 Top
Don't use "auto-launch ships" when building colony ships. By default, too many people are loaded onto the colony ship. There's no way to adjust the population on a colony ship once you launch it.

Launch the colony ships manually, and put 100-200 people per ship. Sometimes, I even put just 1 person on the colony ship, so I can leave a good production capacity on Earth. Experiment to find the number that works best for you, but don't go above 200 unless you know the colony ship is headed to an important planet. You can always use transports to move population around later.

It seems that your "morale" ability doesn't kick in until you make a least one +morale social project. That is, a +300% morale due to resources won't do any good until you get that entertainment network. That's because "actual morale boost" = "social project morale" * "racial morale ability".
Reply #3 Top
It seems that your "morale" ability doesn't kick in until you make a least one +morale social project. That is, a +300% morale due to resources won't do any good until you get that entertainment network. That's because "actual morale boost" = "social project morale" * "racial morale ability".
End of quote


Hence I always have two guvs, one that puts the pq improvements first for the low pop poor pq planets, another that puts the en first then the pq for bigger initial pop planets.
But when you end up with an oopsie and you see morale at one, go for the entertainment networks first. They are cheap (300 bux to buy outright or so) and give a big boost.
Reply #4 Top
Robert:

Two other factors affecting starting morale are:

1. Cultural ranking in the sector, and

2. Resistance.

If you have a system stuck at 1 morale no matter what you do, it is almost certainly because you have no Resistance level on the planet.

Further, many systems which defect to you will enter your Empire with a lower morale than one settled straight out by your own colonists. There is apparently a "dissatisfaction" factor built into the calculations, in which morale is artifically depressed for a number of turns and has to slowly be removed. Resistance also helps in this case, as well.

~SDC~