Unsure of use of approval ratings

So, here's my situation.

I know that happiness, morale, and approval all exist but, other than 'low = bad', the fact they exist is about the extension of my understanding of this statistic. I know low happiness can cause defects in certain situations.

So, I'm wondering basically the following:

Are happiness, morale, and approval 3 different things?

What is the benefit of high happiness/approval/morale rating?

Other than just lowering taxes, how can you really raise it? The buildings that improve these dont seem to add anything significant in the ways of approval % for that colony.

10,770 views 11 replies
Reply #1 Top
I kinda forgot to mention but, Im just asking in regards to the current version, not the beta for the expansion or anything.
Reply #2 Top
High morale on a colony increases the population growth rate.
Reply #3 Top
Hi!
Are happiness, morale, and approval 3 different things?
End of quote

Yes, and here's how I differentiate them:

Morale is better used as morale ability, that represents the bonus that increases happines or approval on your planets.

Happines or approval represent a property of pop on a particular planet as a result of applied morale ability, amount of pop on a planet, tax level, various buildings and bonuses/maluses to morale on that planet. Happines and approval could be used for the same concept, but in game the approval is used almost exclusively. You can check wiki: Approval for more info about the effects of approval.

BR, Iztok


Reply #4 Top
Whatever you want to call it, happiness, morale, or approval, I'm only concerned with the number for each planet individually and the overall number (displayed in the console). The planet number needs to be above 41% to keep population growing. The overall number needs to be high enough to keep my party in power for elections. It doesn't have to be kept up all the time, just during an election week. I normally run taxes as high as I can without losing population growth then drop taxes just for an election week. I use morale buildings on the higher population planets to even them up with the rest of them. I think that's about all there is to it.

Reply #5 Top
I believe that at 21% you LOSE population, at less than 41% you dont gain population and above 75% you get something like a 25% bonus to population growth. (the loss of taxes needed to keep that kind of approval may not be worth the bonus).

Mining morale resources is a great way to improve morale too.

Another way is to pick a bonus to morale as an ability before you start the game and/or choose the political party that gives a bonus to morale, Universalists, i think.

After the thread for no morale buildings, i stopped building them except for on any home worlds, where the population gets larger than the rest. The extra tile i get on every planet is worth the slight loss in taxes. But the i only build one farm per planet and never on a bonus tile, giving all planets (except home worlds) a poplulation of 13 Billion. Doing this allows me to still tax at 60-something percent.
Reply #6 Top
so, as long as colonies are remaining above 41% approval rating, there's really no danger or reason to alter it?

I do notice occasionally my colonies seem to stop growing (at a whole number like, 9.0b out of a possible 12.0b, or 12.0b out of 16.0b), but never compared the stopped growth to whether they were unhappy or not.

Does growth require minimum levels of happiness to continue growing? Meaning:

In order to obtain 12b people via growth on a colony, does the colony need to be at 55+ happiness?

Or to get to 16b, does it need to be 70+ happiness?

These are just example numbers, just to express what im asking.

Also, if a colony's happiness is very low (usually my high pop planets), what should I be building there or doing to increase it? Entertainment centers for +happiness? Other buildings for +loyalty?

I havent gotten around to reading the happiness section on wiki, but ill read that next.

As always, thank you all for your advice, particularly craighb, who has likely drastically altered my tax rate (ive been maintaining 70% happiness on average, so....TAX THEM FURTHER! BWAHAHAHA)
Reply #7 Top
I have read the wiki page, and it was much more informative than i expected it to be, so thank you very much Iztok for pointing me to it. Much appreciated.
Reply #8 Top
After the thread for no morale buildings, i stopped building them except for on any home worlds, where the population gets larger than the rest. The extra tile i get on every planet is worth the slight loss in taxes. But the i only build one farm per planet and never on a bonus tile, giving all planets (except home worlds) a poplulation of 13 Billion. Doing this allows me to still tax at 60-something percent.
End of quote

Yea, you don't *really* need morale buildings except on 16b homeworlds. However, for metaverse games, I've found you can increase your society score a bit if you run higher populations wherever you can. Higher pops versus more stock markets is pretty much of a wash economically, but I do run 20b on higher class planets that can spare the tiles for a few VRC's. Another advantage is higher overall population increases influence which is great for playing Neutral (only because the MCC nerfs planet flipping and I hope that's fixed in TA).

Reply #9 Top
As for having a certain morale to reach population thresholds, no there isn't any. However, a planet's quality will dictate its full growth potential no matter what morale you have. For instance, a Class 3 world can only grow to 1.3 Billion people, doesn't matter the morale...you can still transport people in but until you research the terraforming technologies that growth limit will be in place.

as a side note to this, the Super Breeder ability, which increases population growth when morale is at 100%, is on a per planet basis.
Reply #10 Top
One other point not explictly brought out is the difference between an approval bonus and a morale bonus.

All morale bonus be they from morale buildings, racial ability, morale resource mining, wonders or tech are multiplied by a planets "base morale". Base morale is determined by the planets population. For DL a planet of 15B has a base morale of -40% (i.e. 0.6) and a 20B planet has a base morale of -60% (i.e 0.4).

To get the effect on approval you multiply the base morale times the bonus. For example the 40% morale bonus of a VRC is really only 16% (.4 x .4) on a 20B planet (in DL). There are other aspects of morale and the effect of taxes on it that make the morale penalty in DA even more severe than in DL.

However, the point I'm trying to make is that there are two sources of direct approval bonus that are unaffected by base morale and that makes these two items *much* more important than ordinary morale bonuses. These two sources of direct approval bonus are the 10% approval bonus you get for planets PQ11 and above and the 10% approval bonus you get for being neutral. These are both a direct 10% increase in your approval that does not depreciate as your population increases.

There's really not much to do about these other than be aware of them. One way that I take advantage of them is to (game settings allowing) only colonize PQ11 planets and above. Or in the case I do have a few PQ9's and PQ10's I might research Soil Improvement far earlier just so that I can get these to the PQ11 threshold.

As far as the 10% approval bonus for being Neutral, I don't think on a whole it out-weighs the benefit of being evil but I used to play neutral exclusively and it was a tremendous boost to my economy the instant I researched Xeno Ethics and selected Neutral. As I said I don't think this soley makes Neutral as good as evil but it's very easy to underestimate how much bigger a 10% direct bonus to approval is over a similar 10% morale bonus.
Reply #11 Top
As far as the 10% approval bonus for being Neutral, I don't think on a whole it out-weighs the benefit of being evil
End of quote

I tend to rely on the abilty to influence planets my way so I'm still playing neutral a lot. If it weren't for the MCC bug, I'd always play evil.