-72% population morale hit

My people are dumb

Every game I play my people's morale is hit hugely by population, so I built less farms so they would not expand more. Nope did not work still a -70% morale drop from population!

Ok so maybe I need more farms, I have 22.6 billion people on this planet with 4 xeno farms each producing enough food for 6 billion people so that means 24 billion should be ok, nope my morale is down even more looking at a -72% morale hit due to population.

I hope every turn I can get a random event that kills off part of the population but to no avail.


Does anyone know what the heck is going on here? This problem is ruining all of my games and seriously ticking me off.

Any help would be greatly welcomed. I have looked thru all he information online but have not come across anything that could help me

also I have researched all the way up the morale tree and build 3 orso morale modifiers but these eat up space and there needs to be a better way.
13,582 views 24 replies
Reply #1 Top
I never build more than 2 farms on a planet.. and for every farm I build 2 multimedia centers. That is the only way ive found (outside of manipulating the tax rate) to keep morale up.
Reply #2 Top
What's your guys' idea of a good aproval rating? It sounds like your trying to hard to make everyone happy and not sending them off in transports to kill things.
Reply #3 Top
Yeah, the proportion of farms to entertainment centers should be 2:3 or 1:2 if you want to keep you morale up. I generally build 1 farm/2 entertainment centers on large planets, and turn planets with food resources into cash cows and build pretty much only farms and entertainment on them.
Reply #4 Top
It seems like the approval rating isn't being added in to morale sometimes. For example I had a planet that should have had a building bonus in approval of 55 and the breakdown said I was only getting 19 from the buildings.
Reply #5 Top
As people have stated, be sure to have enough entertainment to keep them happy. Think about it this way on earth we have 6 billion people right now. The game only lists the population as the Tax Payers. So a planet of 20 billion is probably closer to 30 Billion or so. Even 20 billion is an enormous population strain..

So you make them happy with Circuses ..
Reply #6 Top
I wish there was a second type of moral building: Drinking holes. They could upgrade to Taverns, Bars, Distillery and the ultimate - Fraternity houses.

These would increase the population's morale but decrease your productivity ._.
Reply #7 Top
I usually only add one farm and 2 entertainment centers.

On planets with a bonus in approval I either add another farm, or with a farm bonus, add another multimedia center. Those become my tax paing planets then, more or less. I usually don't specialize planets unless they have some very good bonus tiles.

I always like to have one planet able to crank out heavy ships every few turns.
Reply #8 Top
It isn't farms which bring up your morale - that just allows your population to grow more (Assuming the PG is high enough, too.). You need entertainment sectors and things of that nature to get your morale back up again. Also consider things like Frictionless Clothing, Ultra Spices, and VR Modules. As a last resort, you can drop the tax rate, though without a reasonable surplus of cash you'll also have to drop your industrial output pretty soon too.
Reply #9 Top
2 farms, 3 entertainment centers, 2 galactic stock markets (+10% morale bonus) is a good build on any planet. The planet that i put my econ capital on will usually have a farm bonus tile + morale bonus tile (or just a morale bonus tile if both are not available).
Reply #10 Top
Does anyone know what the actual "numbers" are for what the different levels of population effect moral?

...and sorry if that's on a chart somewhere, I just download the game the other day and haven't received the hard copy yet.
Reply #11 Top
I never build more than 2 farms on a planet.. and for every farm I build 2 multimedia centers. That is the only way ive found (outside of manipulating the tax rate) to keep morale up.


Actually 1.5 moral buildings per farm is fine. I've had 41 billion on a planet and had no problems with moral when using the 1.5 per farm.

Reply #12 Top
I never build more than 2 farms on a planet.. and for every farm I build 2 multimedia centers. That is the only way ive found (outside of manipulating the tax rate) to keep morale up.



And what tax rate you normally apply ?
Reply #13 Top
The game won't allow you this, only place you could probably have 4 farms is on a pq 24. On an average pq 10 I only put one farm. It's quite stupid the way moral is affected ebcause any 300% farming tile is NEVER used, there is just no point to it. It won't save you any space because you end up havign to put moral buildigns on 3 other frikin tiles so you use up 4 tiles anyway. I don't really know what they were thinking with these farming bonus tiles honestly.

We should make a seperate topic jsut to tell em to do soemthing about this farming fiasco.
Reply #14 Top
Does anyone know what the actual "numbers" are for what the different levels of population effect moral?


Try this: https://www.galciv2.com/Journals.aspx?AID=102519
Reply #15 Top
Be aware that the negative morale factor due to population is capped at -80, which occurs around 24 - 25 billion usually. If you can get that under control you can then add as many farms as you like. More pop = more tax revenue

I've had populations up to 90 billion plus with only 3 Zero-G Arenas and 1 Stock market on a planet. Those +300% farm tiles are very useful indeed, and nothing needs fixing other than the fact that advanced farms give the same +8 as their predecessor instead of +10, and the techs relating to the 2 further farm upgrades are missing completely from the game (the ultra and supreme farming improvements are in the xml files, but the pre-req techs are not).
Reply #16 Top
I've had populations up to 90 billion plus with only 3 Zero-G Arenas and 1 Stock market on a planet.


Are you placing these Zero-G arenas in place of lower level entertainment structures (ultimate stadiums etc). I noticed they do not automatically upgrade.
Reply #17 Top
Yeah, the food rate / morale rate seems a bit odd. But that is probably a product from morale as a mining resource. If the had made morale production on a planet just like other categories, and separated it from global bonuses they wouldn't have to take this into account, and be able to create a better balance between number of buildings needed.

Gah, I get annoyed just thinking about some of the "wrong" choices they made in basic design like this. Oh well.
Reply #18 Top
Uhm. For cash, why aren't you building tons of Stockmarkets/trade centers? That's what I do. It keeps pop low and isn't dependant on morale or anything.
Reply #19 Top
Harmony Crystals, Ultra Spices, Frictionless Clothing etc. all help quite a bit when dealing with morale. Just last game I had a random event occur that turned nearly every uninhabitable planet into a class 7, after colonizing at least 40 of these planets, I had my tax rate at about 80%, with an approval rate of 100%. Evevn after a few turns, when all of my planets were at full population again, I still had 100%. Even when I declared war on the other two civs and began losing many of the class 7 worlds (many of which were about to culture flip anyway- damn Terrans had found two influence resources) it was still at 100%. Just get all the approval boosting trade goods and you're set.
Reply #20 Top
I think that the morale problem is that after 4 years, 30% of your population are babies, who are always crying and another 20% are in their 'terrible twos' making everyone around them unhappy. And they are way too young to take part in organized zero gravity sporting events. Plus the average family has hundreds of children; who could be happy in those conditions? Sorry, that is a whinge about the arcade style population growth and turn length model used in the game. One of the key things that I got from the time I wasted reading the manual was that population equaled taxes so I foolishly built farms on my worlds to allow that population, never realizing that I would have to ratchet my tax rate so far down to keep morale from dropping from bad to horrible that I am not really sure whether that extra population is having a positive or negative effect on total revenue. I am increasing the number of stock markets I have but that is a slow process given how expensive they are.

There have been some other useful tips in this thread which I appreciate and will use next time.
Reply #21 Top
there is an 'easy' solution.
build a starport, create a custom ship that has 2 or more colony modules. set this ship to be built automatically, create rally point for this ship to automatically go to. now every time a ship is built, it's loaded with 500m-1bn or more ppl, depending on the size. you can tweak your spending to slow down the construction rate, or speed it up if the population goes up fast. but this way a chunk of your population is taken away at a regular interval. this also gives you a steady supply of colony ships with which to rule the galaxy.
Reply #22 Top


I never build farms

May tax rate is around 80%

My approval rating stays around 86%, and this is without having to build the wonders like frictionless clothing or any other extream measures.

Throw some Econ boosters and who the hell needs massive pops?
Reply #23 Top
I'm running into a weird thing along these lines. My approval rating suddenly dropped to 1%. Nothing I did (building entertainment centers, dropping the tax rate) would raise it, and eventually my Iconian Refuge empire split into the New Iconians. I lost my best planets to the split, and my approval rating was still 1%!
Reply #24 Top
I'm running into a weird thing along these lines. My approval rating suddenly dropped to 1%. Nothing I did (building entertainment centers, dropping the tax rate) would raise it, and eventually my Iconian Refuge empire split into the New Iconians. I lost my best planets to the split, and my approval rating was still 1%!


Did you by any chance invade a planet recently? Sometimes there is a bug giving newly conquered planet insanely high population levels. The resulting approval hit can give you a few headaches but it should only last one turn after which the population level should ‘drop down’ to the planets maximum. If it has a lot of farms however the planets maximum can be quit high and the hit can have a lasting impact on you approval rating.