Population Question

How is the max population determined? Example: If I have PQ 19 planet at what population level will it start affecting morale? I tried looking for the info and haven't found it. I could be blind though.
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Reply #1 Top
The PQ have something to do but is not the PQ what determines the population limit, it is the growth of the population, event can increase your population, creating wonders and social products can increase your population, if your poplutaion starts to affect the morale of your planets try to ship some out of it by building colony ships or transpot ships and just have them take a vacation in orbit or have them take a cruis across the galaxy for quite few turns until you find a suitable planet to have them land like a PQ14 etc.
Reply #2 Top
Herc

I don't know exactly what level pop a PQ 19 will start to have lower morale. There are many variables, for example starting picks, morale resources, tech researched, etc.

There is a Planet Morale choice in the planets view section where you line up your planets from lowest morale to highest (or visa versa). Then you know which planets you need to build the morale boosters on (like entertainment network, stadium, etc.)

An easy way to think of pop growth is if your morale is under 50 the taxpaying pop shrinks (taxpayers hide), around 50 it stays the same, between 50 & 100 and you get growth, but at 100 you get a double growth bonus. I find keeping morale around 100 helpful especially early to boost pop. More pop = more taxpayers = more money. Adjusting tax rates is the easiest way to quickly modify morale.

Mayito the Seeker Master has given you some specifics in an amazingly long sentence. This will allow you to deal with the more difficult morale situations where you need to space some population. I usually can find a high PQ planet with low pop to send my relocated settlers or use my combat transport to "liberate" a planet from a no-longer-useful minor.

Good luck. :)
Reply #3 Top
Population growth is determined by morale on a sliding scale when morale is between 50% and 100%; with the higher morale giving more growth per turn. Morale decreases as the population grows, and can be increased at a planet level with certain social projects and achievements (one per race), and at an empire level by exploring some types of space junk (anomalies) and building star bases on one of the resource types (the yellow one) and adding certain mining improvements to the star bases you have built on morale resources. I can not find any achievements or wonders in the definition files that improve morale for an entire empire. There are some events that can increase or decrease the morale of a planet or your entire empire, depending on how you respond to the event.

I have planets that drop below 50% all the time. I don't worry about them. As long as your overall population stays above about 60% you should maintain control of the senate, which is probably the most important thing to consider when examining the morale of your planets.

Another thing to consider when examining the morale of your planets is that you don't want any one planet to have the morale drop below 30%. If that happens you could be faced with an eventual rebellion and the loss of that planet from your empire (different from a defection, where the influence of another race causes one of your planets to defect and join them).

Any planet with a morale below 40% will loose population, raising morale. Any planet with morale between 40% and 50% will not gain or loose population.

With two planets of the same population, the one with the higher morale will be more productive (produce more production and research points).

One other thing: Each PQ level has an absolute maximum population, beyond which a planet will not grow (I have moved people to such planets, but have not seen any population decrease due to the excess). (There is a potential to reduce the planet's morale when doing so.)

Enjoy.
Reply #5 Top
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
Reply #6 Top
There is a population cap of 100000. This cap appears to be for all planets regardless of PQ. This makes no sense. Why would a Gaia planet PQ>22 suddenly stop making babies and have no morale problem?

Towards the end game when all morale buildings are complete, when your tax rate is 26% or less, and when there are no more technologies to improve morale, planets having a PQ of 21 or less WILL begin to lose moral as their population continues to increase. As far as I'm concerned this is a bug or very poor implementation.

You can try to fend this off by spending your dwindling income on Propaganda. Unfortunately this only goes so far and cannot fully restore morale (PQ of 19, POP > 75000, 17 BC (100%) on PROP raises Morale from 51 to 92). Furthermore it is too costly for multiple planets with little or no benefit! Moral has no affect on income (Revenue)! Whatever affect it has on Social and Military building depends on what is being built and more often than not has NO effect! Therefore the only potential benefits are your Overall Happiness statistic and guarding against flipping. Flipping is of no concern when the planet in question is within your influence... Remember we're talking end game and your influence should be first or very near it.


~SDC~
Reply #7 Top
Raster looking for an empire to join? Come and join the Empire of The Light.