Uh...Which one? :P - Nobody
IBNobody
About thresholds... Create a game and look at Earth. A PQ19 version of Earth starts off with a 12 bc income. A PQ20 version of Earth starts off with a 13 bc income. Both versions of Earth increase by 1 bc (13/14 bc) when the population reaches a given amount. Both versions increase by 1 bc again after another population threshold has been reached. My statement asserted that if you increase the tax rate, you decrease the treshold value at which the planetary income increases by
I do exactly what Space Dust does, except I bring my spending down to around -400. The new production cutoff is now -500. A typical colony might get strung out VERY thin...Once I have all the worlds I want, I'll start using colony ships to ferry citizens to planets with VERY low populations. Certain starting abilities (populist party, PQ bonuses, speed bonuses, morale bonuses) make things easier. Heck, the 10% PQ bonus trait lets you colonize PQ13 worlds and boost them to PQ15
Planet Quality is a rating of how hospitable a planet is. 16 is Earth-approximate, while 15 is one step below. With anything less that 15, the population gets grumpy. (You would be too if someone stuck you on Mars.) During the game, you can get PQ bonuses. These bonuses boost the PQ of a planet by a fixed percent. The tables show that if world X starts off at 14 PQ, it increases to 15 PQ after you build a terraforming project like Soil Enrichment. - Nobody
Does this sound right? Or am I off base? Planetary quality, population (inverse), tax rate (inverse), and your morale skill directly determines planetary morale. + The more space you have, the happier you are. - Documented + The less you pay in taxes, the happier you are. - Documented Planetary quality, population, tax rate, and your economy skill directly determines planetary income. + Class 20 planets gain more income per capita than Class 19's. - Verified + W
Here's a handy planet quality table I drew up. http://mywebpages.comcast.net/ibnobody/pq.html That extra 10% PQ bonus is simply awesome. - Nobody
Cataleptic, Sure, your enemies could ambush your constructors. That's when you turn the option off. :P Cari, Would adding text boxes for slider percentages be possible at all? - Nobody
Something else... I'd like to see the "Wonders" made more wonderful. Bonuses are nice, but they're no different than other buildings. They just are *NOT* special enough. A wonder should make me curse if an alien civ builds it first. A wonder should give the builder a huge power boost. The only one that falls under this catagory is the Terraformer. Please give the wonders (and some buildings) abilities that do MORE than just boost stats. Also, you should NOT be
Yeah, I had posted a list of things... I agreed with Dave's slider idea, but I also put a vote in for "Trade Goods" (i.e. getting a credit refund for unspent paid production). That kind of suits my playstyle better than tweaking sliders on each planet. - Nobody http://www.galciv.com/forum.asp?BID=GF&id=24113
I just found that the slider bars are controllable by your mouse scroll wheel. It would still be nice if you could lock them, though... ~SDC~
1. What techs does the creative pick let you get? 2. Does luck only factor into special events? If so, are the events the static ones or the ones where you can choose the outcome (morality)? - Nobody ~SDC~
Sorry...First AND Last Entry... - Nobody ~SDC~
Update... Cari said that the "Active Government Ignores GNN" option only displays build messages when a social queue is empty. Also, you can clear the build message box by shift-clicking on the first or last entry. - Nobody ~SDC~
Also... * Have a list of buildable starbase modules somewhere external to the starbase. (This is a slightly different suggestion.) - Nobody ~SDC~
The game is great - a real gem. I'd like a make a few suggestions to help polish it up and make it even better. Most of my suggestions deal with eliminating the dead-time I spend per turn doing piddly stuff. Launching ships, adjusting sliders, clearing my build messages, and sorting lists...They're the little things that add unneeded hours to gameplay. Even if none of these get implemented...Thanks for making such a great game. - Nobody --------------
To me, this kind of research is fun. It's a puzzle. I'm figuring out all the rules. It's not for everyone, though... I will be posting more data soon. I have a program that extracts my planetary data for use in Excel, and this should speed up my research time. - Nobody
One thing I found... I didn't see anything to indicate that the "real" population of a planet was saved in a savegame. The reported population is, however. This makes me wonder if the game internally ignores the "real" population and just derives everything from the reported population. - Nobody
Here's something I've found...A relationship... At the initial 33% tax rate, with no bonuses, the "population" grows by roughly 6% (with a downward trend) per turn. When morale falls below 98% morale, the "population" growth rate falls to 3% (with a downward trend). When morale drops to 50%, the "population" growth rate falls almost to 0%. This trend occurs on class 18, 19, and 20 planets. The only difference is where they transition to the next level. Increasing moral
Heh...I've already read them. I guess I'm kind of disappointed at how much information is left out. I.E. It's not mentioned anywhere that your colonies stop "growing" at 50% morale. - Nobody
If Morale is what keeps your citizens as registered taxpayers, would this mean that morale is a more important skill than reproduction (pop growth)? I've been toying with the formulas, and they aren't pretty. But it seems that starting with a 20% moral bonus made my population skyrocket. - Nobody P.S. With the full version, will the devs be releasing the formulas?
If you go below -400 credits, your empire shuts down. You stop production until you're above this limit. - Nobody
Uh...Sorry if I sounded too negative. I'm really excited about getting this game. - Nobody ~SDC~
Just how many techs and social projects actually give you new abilities? It seems like most techs only add to your race's or planets' stats (according to JavaScout's page). While they may be useful, they're pretty boring. So what if a tech increases morale by 10%. That's nowhere near as interesting as the techs that develop your initial diplomacy options (communication, trade, and alliance). The buildings you can construct are even worse - they offer no innate abilities other than stat increases
The game is more like Civ3 than Moo2. The main difference, though, is the economy. The fact that you have to pay for your research and improvements out-of-pocket makes growth difficult at times. I guess I haven't quite figured out how to maximize my cash intake yet. As far as strategies go, I've found that focusing on one goal at a time (social/military/research) works wonders. I start my games by driving my military spending way up (60%-70%) at the cost of social production (
Can anyone help me with a few questions about the economic system in the game? 1. A starting planet's income is based off the tax rate and the planet's population, correct? If so, what's the formula to determine taxable revenue? 2. How are social/military/research bonuses applied to each colony? (i.e. If I have a native 40% research bonus, what does that do for me?) - Nobody