Biggest Population you've thrown up on a planet?

Title says it all. Right now, as I am getting more and more used to the concepts of the game I am toying with making a massive planet where its basically just farms, entertainment structures to keep them happy, and economic boosting planets. So what is the biggest population you have had on a single planet? How much money was it making from income, and what class planet was it?
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Reply #1 Top
I conquered a PQ30 from the dregin, and by the end of the game (silly torian computer won a research victory) it was producing around 320bc a turn.
Reply #2 Top
100billion is the population cap.
Reply #3 Top
Once you get over 25b, the morale penalty stops getting bigger. So, you can have 100b and however many morale boosters it takes to keep 25b happy. I haven't run over 20b myself. The penalty gets pretty rough after that.


Reply #4 Top
Trying out building a few 25+ Billion planets right now. (they're PQ30 planets)

I'm not sure if i'll get to 45B by the end of the game, but i'm curious how they work out. (kind of a game within a game) (one has a good farm bonus, and the other has 3 advanced farms.)

The sad part is I think it works out for money better to stick with just one farm, and go with all stock markets. To me, that's something that needs to be rebalanced. Even still I like to get big planets to at 25B for troops and metaverse score.
Reply #5 Top
I got a planet of either 24 or 28 quality going at the moment. It's got a population near to 45 billion. With the economic capitol on it it's giving me a good 1k BC a turn last I checked.
Reply #6 Top
Tax money from population is calculated using the square root of population, also the effect of morale bonuses decreases as population increases, so one farm might need one building while two farms will need 3 or so. All in all I find it much better to just stick a farm and morale building on every planet above size 9 or so.
Reply #7 Top
I believe it's actually 26B when population stops affecting morale.

I found it took a +465% civ morale bonus and a +425% planet morale bonus to get 100%planetary morale with 79% tax and 26B+ population.

It was an update 1.2 game that I played around with it.

Pretty much found out what others have that you get more money just having more stock markets and just get by with 1 or 2 farms and populations around 15-17B. Even that +465% civ bonus which is after i had controll of a gigantic map with 10 fully developed morale resources only supported populations up to 22B before morale started to be an issue. And heh I was generating +120K bc/turn with the pops just going up to 22B on 379 planets -- I didn't need another 10K.
Reply #8 Top
The game I just finished, I sent hordes of extra transports to fill up one of my pq30 planets. I finished the game with around 70B making around 5800 BC. (eco capital and mind control center with 78% taxes)



Reply #9 Top
what is up with people and 70+% in taxes, good God, I have never went over 50% even when I am at the beginning of the game when I need it most. Once I got my economy going I hover around 25% and still take in 1 to 1.5k a turn. Once I went as low as 10% making only a few hundred just so i can be happy that I run an effienct govenemt
Reply #10 Top
what is up with people and 70+% in taxes, good God, I have never went over 50% even when I am at the beginning of the game when I need it most. Once I got my economy going I hover around 25% and still take in 1 to 1.5k a turn. Once I went as low as 10% making only a few hundred just so i can be happy that I run an effienct govenemt


The point is to have a high tax rate (=higher income) while still keeping the population happy. If your getting ~1.5K at 25% you'd be getting ~4.5K at 75%. If you can do so and still keep your population happy then you can use the extra cash to buy improvements so your planets develop faster. You can also use the cash to buy and upgrade ships. Extra money is as good as, and somewhat more flexible than, extra production, the only thing it can't really buy is research (unless you count buying tech from the AI's).

Throughout my current gigantiac suicidal game I've been operating at 100% approval (giving me the 100% pop growth bonus) on every planet (currently have 226) with a tax rate of 79%. Every planet I have has a single advanced farm for a total pop of 15B (except civilization capitals that have 20B) without a single morale building on any planet (other than stock markets). I do have two morale resources that I'm mining (+44% each) as well as most of the morale wonders. At this point I'm generating ~60K bc/turn. This is a big help in large invasions. I'm taking over ~25 AI planets a turn using the Mini-Soldiers tatic (500 bc each) to minimize the number of troops I need. I also have plenty of money left over to buy 10 or so Industrial Sectors to jump start the production on my newly accquired planets. If I had to hold my tax rate to 25% to keep my pop happy then I'd only be getting ~20K per turn and be much more limited in what I could do.

Actually, at the begining of the game during the colony rush is when you most need the 100% approval bonus for early pop growth. That's the time I set my tax rate to ~15% and go into deficit spending from my initial 5000 bc plus whatever my flagship can get from anomalies until my colonies begin to become profitable.
Reply #11 Top
what is up with people and 70+% in taxes

I always run taxes high as I can without putting approval into the red. I keep overall morale in the green, but individual planets I'll run to the bottom of the yellow. I just take the reproduction hit until I can get approval up. I run the 70% population bonus to counter it. Don't know if that's the best way to go, but that's my story and I'm sticking to it

Toward the end of a game, taxes are a moot point really. Build a few morale resources and all the morale boosting trade goods, a stock market or two will put morale at 100% with 80% taxes and 15b population.

Reply #12 Top
what is up with people and 70+% in taxes


I've done low-tax games before. Actually, they're militarily a good idea, since you can put asstons of people on your worlds with much less trouble. Still, the high-tax method makes a lot more sense (I'm paying for pretty much everything my citizens would need or want, so it's actually a good deal for them going by the "realism" argument), and it requires much less micromanagement (one advanced farm and one VR center per world, almost no exceptions; saves on the planning).

On the original topic:
I had two of these. My population growth was "Don't Ask" and I supplemented them with transports, so it only took a few years to fill them.
Reply #13 Top
Biggest Population you've thrown up on a planet?


I try to avoid vomiting on my planets, but that's just me...