Why an entertainment network and not a news network?
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Entertainment center +20% morale. News network +5% morale, +5% influence, +10% cultural resistance, and neglible +econ for the same upkeep. Unless you need that cultural resistance or unless that 5% influence will really make a difference, then the return on the investment stinks.
Do you wait until all three are available before building these on planets are just build them when you obtain the tech?
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No waiting on those. They get built as soon as I have the tech. But onto the governor thing.
There is a reason why there are four governors. Use Ford for the projects that every planet will get no matter what. Throw nothing extra on that list, it should just be bare bones. Mine might look something like this toward the end of the game when the techs have been researched: Soil enrichment, habitats, banking centers, entertainment center, stock market, teleporter, stadium, terraforming techs.
The next gov should add in some things that a higher PQ planet might be able to utilize due to higher production numbers and better influence: Manufacturing center, research lab, anti-matter powerplant, embassy.
Then have a governor for the crown jewel planets that get everything. Since the governors do not build after the last project on the list is finished, you start everyone off on gov #1 and promote them to the higher govs later on.
What I have never seen yet, is an increase or decrease in the expenses of my planets or empire when selecting to build a ship, or to build nothing.
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Every planet gets its share of social and military project money whether it builds something or not. We refer to it as throwing money into the void or the money pit. Anything not used is wasted, but sometimes wasted social money (in Galciv, anyway) is better than building things you don't need that cost money every turn. Building constructors is good. No maintanence cost when you finish them, and there always seems to be a resource starbase that needs to be tinkered with, a trade/production starbase that need to be created or added to, or a culture palace to deck out.
As you can see, I am more of a minimalist when it comes to social projects. Some players swear by everything that says +morale no matter what the cost. I tend to find that leads to money pits later and I am selective about which morale buildings I am taking.
But, in defense of the "morale at all cost" school of social project thought, the extra pop means extra influence and more cannon fodder for the transports. The extra pop also mean extra taxes, but there are certain population thresholds that produce more tax money. There is a line where the extra people are simply not paying their way. Where is this line exactly? I don't know. I am going by cost analysis and gut instinct when I draw the lines over what morale projects are worth it or not.