Maybe this will help
Galactic Civilizations Unoffical FAQ
by russellmz
Home
Starbases
Everything you ever wanted to know about starbases. Check out my Help Guide on Starbases too!
When a starbase is built on a resource, does it provide a bonus just for that sector, or is it galaxy-wide for that civ?
Are starbases ever mobile, or do they have to be turned into Terror Stars to move?
Can I build a starbase anywhere?
If I build a starbase on a galactic resource and then convert it to a Terror Star, does the resource move?
If you build two star bases in one sector do abilities get added up?
Any advantage to mulitple Starbases in a single sector?
#1 by Citizen David Schapira - 3/29/2003 2:50:24AM
yes, all bonuses stack, except for bonuses that only affect that Starbases sefense bonus (those modules of the Defense variety). Keep in mind that there are upper-level caps for military and social productionj for each planet class (these are VERY high, however). If you really want to supercharge your production, build up to three fully loaded production starbases in a sector.
(also, a starbase now require upkeep of 10bc now - russellmz)
Domestic Policy
What are some good beginner strategies?
There are a lot of tips on the GalCiv forums.
How do I keep morale up?
#2 by Veteran mindlar - 4/1/2003 2:57:52 PM
The morale problem is something that has been around for quite a while. There are several ways to manage the problems that an empire will face not all of which involve sending your people into oblivion.
There are a few ways to effectively raise morale:
1) Lower taxes
2) Build social improvements that help morale
3) Only colonize good planets (i.e. 15+)
4) Research techs that boost morale.
5) Build/buy trade goods that boost morale.
6) Build/improve starbases on morale improvements.
7) Built colony ships/transports to remove population.
8) Spend money on propaganda.
9) Wait for the population to decline (morale 50)
Ways to lower morale:
1) Raise taxes.
2) Be destabilized by another empire.
3) Wait for population to grow. (morale below 40).
4) Have a treasury balance below 0.
All things being equal, morale will tend to head towards 40-50 if left alone as that is the break even point for the population growth/morale curve.
As Horatio said, espionage can tell you who is destabilizing you. You will need to spend a fair amount of money over time, but it is generally worth it.
How are population, Planet Quality(PQ), taxes, and morale related?
by Avatar Frogboy - 4/10/2003 7:13:59PM
If only 100 people lived on a class 15 planet, it would have 89% of them thinking you're doing okay.
Think of that as your base morale rating in GalCiv. Less than class 15 planets are just death traps anyway.
Class Bonus Morale
15 0 89%
16 7 96%
17 14 103%
18 21 110%
19 29 118%
20 36 125%
21 44 133%
22 51 140%
23 59 148%
24 67 156%
25 75 164%
26 84 173%
Getting people on the planet can tick them off.
Pop(b) Penalty
1 -32%
2 -63%
3 -95%
4 -126%
5 -158%
6 -190%
7 -221%
8 -253%
9 -285%
10 -316%
Then there's your tax rate penalty.
Tax Rate Penalty
10% -1%
20% -4%
30% -9%
40% -16%
50% -25%
60% -36%
70% -49%
80% -64%
90% -81%
100% -100%
These are the 3 basic things that affect morale. There are many others including your civ ability, debt penalties, destabilization, etc. But these 3 are the big things.
Cool, but How Do I Get Money?
Happy People = Money
Build economy enhancing improvements and don't purchase them build them.
Use the % spending slider to keep your budget balanced
Trade, Trade, Trade
Sell Tech (and the AI seems more likely to buy it if you do it over time ex. the Altarians wouldn't buy the universal translator for 120BC but would buy it for 10BC for 12 turns).
Lower Taxes as your economy grows.
Build morale enhancing social improvements as necessary to keep your people happy.
So far money hasn't been a problem for me and I believe that is due to the fact that I am patient and allow improvements to be built over time instead of purchasing them up front (which is really, really expensive!)
In my current game I've got the tax rate all the way down to 20%, have the spending slider set to a point where I have a positive 100BC/turn, can build most stuff in less than a year (most in less than 6 months) and have a balance of over 7000BC (which allows me to purchase stuff in an emergency).
I'm playing as a Diplomat/Trader and everyone loves me - so far anyway!
--
Maddog
Link http://russellmz.joeuser.com/index.asp?AID=242