Approval Advice Welcome

Hey there. I just got the game a few weeks ago, and I'm a relative noob, so I could use some advice on approval ratings.

I know that low taxes and entertainment upgrades are the main way to keep people happy. So do specials like the harmony crystals and playing as Neutral. However, I've found that my fickle population just can't stay happy once the population on a planet gets about 20bil or so. This is especially devastating when I get jumped by an AI race that's trying to steamroller its way through me to get to everyone else. I don't want to cut production, and starting new trade routes is, to put it mildly, tricky during wartime. Especially when most trade routes have to cut through enemy territory.

Naturally this gets exacerbated when I'm trying to go with the "Mongolian hordes" technique of cheap, small ships, since this requires almost constant production to keep up with combat losses. (Normally I go with nigh-invulnerable megaships, but I wanted to try something different.)

So does anyone have any strategies for keeping their people happy?
14,510 views 22 replies
Reply #1 Top
Since you already know about taxes and trade goods, etc., make sure your Happy buildings are always at a higher tech level than your farming. I usually delay all my farm research until I have several levels of Entertainment already under construction.

Cheers,
Reaver
Reply #2 Top
However, I've found that my fickle population just can't stay happy once the population on a planet gets about 20bil or so.


That's the reason, it's never worth bosting your pop to 20b on a single planet, go easy on your pop, only build one farm and don't build it one a farm bonus tile and don't research up the farming tech tree.
Reply #3 Top
Yeah. I also find that when I go over 20bil or reach 22bil mark the approval drops like mad. I think the extra tax money is not worth the drop on approval.
Reply #4 Top
Interesting. I believe it, but this does raise an obvious question: what are the farm upgrades for?

Evidently I need more planets to work with, so I should more expansionistic. Works for me.
Reply #5 Top
I've managed to keep the population happy at the 20 bil mark. At 25, morale begins to drop. At 28 or 29, the morale shoots back up again, though. Did up 'til 1.2 anyway, who knows if they intend to change that.

Anyway, what you need to do is work on keeping your population happy on a planet-by-planet basis. Never fill a planet that's under the 28/29 bil mark unless it's with entertainment. If you do, you'll need to decommission some buildings to replace them with the entertainment. I find myself running into problems usually well after my economy is pretty much stabilized, and so I rush build 2-3 entertainment buildings on each problem planet. I watch as the approval rises (best to keep it at 100 to get through the hurdle quickly), then watch as the pop rises, and when the population gets beyond the definite hump it's perfectly safe to replace the entertainment buildings with economic buildings again. Never try this on a planet under class 16, and never try it on any planet other than a purely economic one.
Reply #6 Top
One farm per world is usually fine.

Stock markets, stock markets, stock markets.

PS WRT trade routes, produce more freighters even when you have maxed out your trade routes.
Reply #7 Top
WRT trade routes, produce more freighters even when you have maxed out your trade routes


What is the benefit of doing this?

Cheers,
Reaver

Reply #8 Top
Approval is capped at -80% at the 25 billon mark so if you can mainatain decent happiness level at 25billion you might as well go for 100bil. If you plan on researching farm upgrades build only 1 farm on your colonies except for the ones that are your money/pop farms.
As for approval i usually get a morale bonus as my racial skill and build all the moral galactic wonders than you can maintain 79% tax rate at around 90 % approval also galactic goverments also apply a happiness bonus.
Reply #9 Top
...it's never worth bosting your pop to 20b on a single planet, go easy on your pop, only build one farm and don't build it one a farm bonus tile and don't research up the farming tech tree.


If you're going for a military conquest or technology victory, this is probably the best thing to do; one advanced farm and one VR center per planet are all you need; bulk up on factories and/or research facilities on the rest of the planet.

However, there are circumstances under which you would want to just max out your population everywhere possible. If you're on a big map and going for an influence victory, or if you want a higher Metaverse score, you want even your average planets busting at the seams with population.

As pointed out above, this isn't really so hot for taxes, since taxes don't increase in direct proportion with population. Also, if you try to max out population everywhere, you will eventually be forced to lower your taxes to 49% or less.

The population modifier for approval caps at negative 80% when you reach 25 billion people on a planet. After that, it's all the same. If a world can handle 25, it can handle anything. I've found that with four VR centers and a low tax rate, I can keep my planets happy enough to keep the population growing and not lose any elections.

I'm still experimenting with this building mode, but I've found that even on a large map, my influence starts to really take off once all of my planets (above class 5) are at 15 billion and a significant number have advanced past 25.

In that game, my highest pop planet is also my economic capital, my political capital, my home planet (the first time I have voluntarily set a different world to be my home planet) and the source of all of my trade routes.

You actually can make a lot of money through trade if you trade between high population planets and build lots of economic star bases with trade improvements along the route. This doesn't fully make up for the low tax rate, but it keeps my income in the green while I'm building planetary improvements and starships on more than fifty planets.
Reply #10 Top
Reaver, it means that you can instantly replace any lost trade routes. Also if you gain more trade routes through technology or alignment, you can set them up straight away. And finally they make great spy ships - the AI never objects to freighters.
Reply #11 Top
In other words, there is no benefit, its just an insurance policy.

When I am at war, anything in enemy stripes get blasted out of the stars, including freighters, eliminating spies. Good to know the AI thinks differently.

Cheers,
Reaver
Reply #12 Top
If you have some large population planets that are unhappy, so what. Happy people and unhappy people pay the same taxes. And those high pop planets are hard to take over with ground invasions. As long as you are winning your senate elections, I wouldn't worry about it.

(Another way to look at it--you want high approval to build population up. But once it's built up, their happiness doesn't matter as much.)
Reply #13 Top
If you have some large population planets that are unhappy, so what. Happy people and unhappy people pay the same taxes. And those high pop planets are hard to take over with ground invasions.


All true, but I've had my three biggest manufacturing planets secede because I didn't keep them happy enough during wartime. Since they were also my biggest population planets, I lost a lot of tax revenue, at least one trade route, and, of course, my three biggest manufacturing planets. Conquering them back sapped a few billion people I'd have otherwise used to conquer the real enemies. (And it was just insulting to have my Planetary Defense Centers used against my own men. Ingrates.)

This is a fairly boneheaded turn of events, of course, and it could have been avoided by better management on my part. And that's what I'm trying to learn.

So it looks like I need to build a lot more entertainment than I have. Apparently the one or two facilities I've been using isn't nearly enough for the enormo population planets.
Reply #14 Top
(v1.3beta1)
The negative morale penalty for population ranges from -1% at 1Billion up to -80% at 25Billion, where it is capped.

I got these figures by taking people off a population-27 planet, 1k at a time, with ten 3k pop transports.

BillionsPercent
11
22
34
46
59
611
714
817
920
1023
1126
1230
1333
1437
1540
1644
1748
1852
1956
2060
2164
2269
2373
2477
2580
2680
2780
Reply #15 Top
All true, but I've had my three biggest manufacturing planets secede because I didn't keep them happy enough during wartime.


I though secession was due to influence not moral?
Reply #16 Top
They can rebel to form a new minor race if approval is too low I think, though I've never tested this.
Reply #17 Top
Influence from other races causes rebellion, not low morale. Morale effects reproductive rates and can cause you to lose elections if it's too low accross the board. To keep a planet from getting conqured culturally when threatened, build a maxed out influence starbase next to it. You can also build cultural boosters on it that increase its influence points. The little number next to the planet's IP indicates the ratio of external influence. It needs to be less than 4.00
Reply #18 Top
I know that low taxes and entertainment upgrades are the main way to keep people happy. So do specials like the harmony crystals and playing as Neutral.

You can get a bonus of up to 49% from each resource you mine, so grab some morale resources.

I place two farms on all my 10+ PQ planets (or one farm on a 100% farm bonus square; avoid the 300% farm bonus). This caps population at 13-21 billion depending on the farm tech level. You can move population from high population planets to ones with low population with troop transports (the transports don't disappear if the destination is one of your own planets). You also can send excess population to invade enemy worlds.
Reply #19 Top
Influence from other races causes rebellion, not low morale.


According to the WWW Link, low morale can indeed cause revolts. I can also verify that the revolt description specifically mentioned their disapproval of my policies instead of the usual "we just don't feel like we belong anymore" text.
Reply #20 Top
If you're going for a military conquest or technology victory, this is probably the best thing to do; one advanced farm and one VR center per planet are all you need; bulk up on factories and/or research facilities on the rest of the planet.


It's not the best thing, what I do is I just completley crush the enemy's entire fleet so I don't have to worry about it and then just pick them off at my whim. That's the best thing to do.
Reply #22 Top
You actually can make a lot of money through trade if you trade between high population planets and build lots of economic star bases with trade improvements along the route. This doesn't fully make up for the low tax rate, but it keeps my income in the green while I'm building planetary improvements and starships on more than fifty planets.


Interesting. Any idea how the trade income scales? If it's directly proportional to population, it might be worth setting aside your highest class planet to be nothing but an enormous population center sending out freighters. 10 VR centers should be enough to keep a 25B+ population tolerably happy even at 80% tax rate, give or take a few depending on which trade goods you have and how many morale resources.