Need morale help

OK, I made my anti-Torian civ because those suckers have been annoying the heck out of me for the past two games I've played. Anyhow, in my zeal to create a evil militaristic civ I neglected to get any morale bonuses and 5 turns later my homeworld is on the verge of rebellion (52% approval) and the rest are around 68% (not bad really.) I've really limited space on my homeworld, so I've only 1 entertainment network and no farms on the planet and worse yet I've had to divert precious research time from weapons and invasion research to entertainment research. Oh, and my taxation rate is at 30% which is completly gimping me right now seeing that my scouts are picking up the dreaded Torian colony rush in progress. Is there any strategies to help combat this morale problem and mantain top military effectivness early on?
8,519 views 13 replies
Reply #1 Top
If you are evil then 55-65% is OK, you are EVIL who cares if they like you ???????? Just kidding, but I have won games as evil with 60% approval. No military is needed during the colony rush, it's a waste of research. For your first statement of Military Might ... build your own "Defender" : Tiny hull, no engine, no modules and one gun !!! Build or put one on each planet and you are now an early game MILITARY GIANT.
Reply #2 Top
So your taxes are low and your planet has a reasonable population? Odd. You shouldn't have any morale issues with that.

Researching up the Entertainment branch will boost your basic morale even if you don't build any entertainment strucures. So will morale resource mining bases. Certain trade goods will, too, but those are a ways down the tech tree.



Reply #3 Top
For the Homeworld, should be 10 tiles, so 1-Capital 2-factory 3-Spaceport 4-factory 5-EnterNet 6-market 7-market 8-enterNet and two for future use... this is eary game.
Reply #4 Top
One way of dealing with a race that's been difficult to deal with in the past is to be that race. Another is to not select them as an opponent.

The point you make is why I always either select the 20% morale racial ability or chose one of the races (Torian or Drengin) that have a "free" 25% morale ability.

But neither of the above help you in your current game. The following are some things you can do. All of these things require research and therefore take research time from weapons/defense/invasion but that's pretty much inevitable. That's why I try to take care of morale and get my economy going prior to starting research into weapons, etc.

Dependent on what techs you already have one of the quickest thing to get is to research Xeno Ethics and then build the Harmony Crystals trade good. Harmony Crystals gives you a 20% morale bonus and is one of the first things I get.

You did say you were anti-Torian but you didn't specifically mention alignment. Xeno Ethics also allows you to choose an alignment, if you chose neutral you get a 10% morale bonus.

Each of the techs in the morale branch of the tech tree give your morale ability a boost, a total 25% bonus for all four of them even if you don't build a single building. Plus the morale branch unlocks the Ultra Spices (morale+15%) and Virtual Reality Modules (morale+12%) trade goods. Research and build these trade goods and you're pretty much set for the game. All that's left is Frictionless Clothing (morale+10%) unlocked by Xeno Cultural Trends. Get that and just a single morale resource to mine and you can operate at a 79% tax rate and 100% approval without building any morale buildings on any planet.

Hope this helps.
Reply #5 Top
5 turns later my homeworld is on the verge of rebellion (52% approval) and the rest are around 68% (not bad really.)


Are the skull and crossbones showing up over the planet or are you assuming that the population is going to revolt? Also, you didn't say the difficulty. And what government are you running with. I tend to keep the initial gov. even though I will research all of them. I know it's not the most economically friendly but I do believe you get to have lower morale numbers without getting the negative effects. I don't know if this has changed with 1.31 since I haven't installed it yet due to being in the middle of a good game. I could be wrong about the morale, but I thought the default government was basically a dictatorship, especially if you choose an evil alignment.
Reply #6 Top
Are the skull and crossbones showing up over the planet or are you assuming that the population is going to revolt? Also, you didn't say the difficulty. And what government are you running with. I tend to keep the initial gov. even though I will research all of them. I know it's not the most economically friendly but I do believe you get to have lower morale numbers without getting the negative effects. I don't know if this has changed with 1.31 since I haven't installed it yet due to being in the middle of a good game. I could be wrong about the morale, but I thought the default government was basically a dictatorship, especially if you choose an evil alignment.


Aye. Morale matters more with representative governments.. Though not much. It just means if you piss off your people, you'll get your chosen party's benefits as penalties. Not too bad if its research and you are near the end of the tech tree and already used that tech advantage to get clear ahead of everyone else.

Morale more matters with respect to population growth and keeping your political party's bonuses as bonuses when you need them.
Reply #7 Top
You can keep your morale higher and beat the Torian in the rush at the same time. Focus your home world to mil and crank out a few colony ships.
Reply #8 Top
You can keep your morale higher and beat the Torian in the rush at the same time. Focus your home world to mil and crank out a few colony ships.


Succinct, to the point and effective. Good advice.
Reply #9 Top
Interesting how most people think revolt is related to approval. I guess it makes sense, but that's not how it works. You have to increase influence not approval when a planet is threatened. There's a little number in parenthesis next to the planet's influence level that indicates the ratio. Once that goes over 4.00, the planet gets the skull/crossbones. To lower the influence ratio on one of your planets and get rid of the skull/crossboones, add political buildings, increase population, and/or build up an influence starbase next to it.
Reply #10 Top
So approval doesn't affect the revolting trigger? Now thats intresting to know! Thanks for the replies all, with that little tidbit of info I got a good idea on a strategy now. For the record, my civ is evil, as in xenocidal evil (specificly Torians), so nothing outside of Tyranny for me! Usually play as a good civ with focus on diplomacy and/or influnce, but as I said, the Torains are annoying me. Anyhow, as for my confusion, I'm recalling nightmares I've had with approval and revolts in Civilization 2:Call to Power, so approval has always been a worry with me since I've played Gal Civ 2.
Reply #11 Top
So approval doesn't affect the revolting trigger?


Actually, it does.

A planet will *definitely* not revolt if the outside influence is less than 4.0. Once it *is* bigger, on any particular turn, the higher the approval, the less chance the planet will flip that turn.

So try and boost influence to get below the 4.00 and make your planet safe. If you can't do that, or whilst you're building up the influence, at least try and keep the morale high.
Reply #12 Top
Hi!
So approval doesn't affect the revolting trigger?

Isn't there a chance to revolt and form an independant state, if its approval is below 40%?

BR, Iztok
Reply #13 Top
I don't think there is a chance to revolt if its approval is 40%.
The approval only have effect on population growth.
If approval is between 20 to 40%, the population growth is zero....
If approval is below 20%, then the population will decline with 10% each turn, I believe.

Well, if you improve your government (for example Democracy), you better improve your approval, because if want to declare war on someone else, you will need higher approval rate than the mentioned 40% to overrate the senate!

The higher approval, the higher population growth, the faster the tax income will rise. But beware for too high population, for sometime the limited population (e.g. 15 billion people) is much more profitable than high population (e.g. 50 billion people) if you use the areas on planets more for stock markets than for morale buildings to keep high population satisfied.