PQ Problem

I lurk around these fourms fairly often, but threre is one problem I have only seen mentioned offhand one other time and I was hoping someone could address it for me. When I load the game after terriforming my planets, the PQ reverts to its orginal number. So if pre-terriforming PQ was 13, I terriformed up to 15, and then save and load the game the PQ would be back to 13, though 15 squares remain.
I understand how to many people this would only be a minor problem, but to me, it makes the game near unplayable due to agrivation. I've been a GC fan since the dissappointment of MOOIII, and I just point this out because I haven't seen it addressed anywhere.

Thanks

-Mo
6,239 views 10 replies
Reply #1 Top
Hi!
When I load the game after terriforming my planets, the PQ reverts to its orginal number

A bug, known for quite a long time. Play as neutral and it goes away.
BR, Iztok
Reply #2 Top
Is it actually that number, or is it just a display bug, telling you the original PQ even though it is actually operating at the modified PQ?
Reply #3 Top
A better question is: Does morale (thereby approval) become affected by the PQ reverting back to original? As I just thought of it I haven't yet, but your can bet your next hairball I will.

W/R
Suralle
Reply #4 Top
I've also posted this bug long time ago - just after the first 1.0 verions was released... but it seems to be constantly ignored Certainly it shouldn't be that difficult to fix!
Reply #5 Top
From what I can tell, this has always been a bug for quite a bit. Playing as a Neutral race doesn't solve the issue if one of your racial abilities is +10% or +20% to PQ. Ironically, it will have the opposite problem as in displaying a higher number than what it seems to be. (i.e. Class 19 displayed, only 17 tiles available).

I assume everyone, myself included, who picks the +10 or 20 to PQ bonus in racial abilities does it for the extra tiles. Unfortunately this only applies to colonized planets. No, don't destroy a colony and recolonize to get this bonus, it doesn't work, but not the way you think it wouldn't. When you destroy a colony, the upgradeable tiles are removed permanently (The ones that you gain through Terraforming techs). I don't know if this still is the case in v 1.11, but that is what I found to happen in v 1.0x and thus haven't tried it since.

The PQ morale bonus I believe is applied on any planet class 11+. It may be class 10+, but since I choose the +10% to PQ bonus, I never get a class 10, only 9 or 11. (For some reason I never find a class 9 planet without the PQ bonus).

As I am sure you all noticed, as your population grows, your building and native morale bonus lose effectiveness. With one fully productive Morale resource mine, and several morale boosting trade goods, a planet with 25b people requires 7 or 8 VR centers (depending upon number of Stock Markets), to keep an approval rating of 100% at a tax rate of 59%. What I can't seem to figure out is that sometimes really high class planets don't seem to have their morale bonuses degrade as fast as others as population increase (i.e. class 28 planet only needed 4 VR centers, as opposed to 7 or 8, as other planets to keep an approval rating of 100%.

Also, I seem to have a drastically fluctuating economy. Fluctuating as in +/- 20% income depending upon some unknown factor which seems to somewhat be related to morale. My civ's economic graph looks normal except that later in the game, it starts to resemble the marks made by a geiger counter (several squiggles up and down). I've noticed that it seems to fall when my approval is not at 100%, but this isn't always the case..
Reply #6 Top
High PQ planets >10 get a 10% bonus to Morale that is not effected by Population the same way buildings are.

When you say your income I assume you mean revenue - Expenses.

Your income will change due to primarily your expenses changeing.
That will happen most dramtically when you are building or not building.
It can even change whne it is your turn.

Eg.
At the start of the turn you get messages to say many things building and ships were made.
Some of the planets where building were made will have nothing in the queue to build next.
And if you are not building a ship on that planet, then you do not pay for the production on that planet (only the Science). Therefore your expenses go down and your income up.
As soon as you tell it to build another building or upgrade an existing one then the expenses will go back up and the income back down. This is also true if you have built everything on the planet, then you do not use the production either.

Also changing the distribution between Social/Military/Science can effect your income as well.
In addition there are events that change the economy +50% and -20% for some number of turns.
Reply #7 Top
I am actually not looking at revenue alone, but watch the numbers for tax income, since that is the primary source of income. Ironically, the fluctuations occur most often when I am not producing anything. Sometimes when a planet goes below 100% approval, I'll notice the down turn in tax income, but if I build an morale boosting building that brings the approval back to 100%, the tax income sometimes increases despite not gaining any economic bonuses from a VR center.
Reply #8 Top
I've had this problem too, and it is very annoying. Your PQ is actually reset, it's not just a display issue. Your growth is capped , your moral, approval and income are affected as if your planet has a PQ of 13 instead of 15. It's even more noticable on the PQ 4, 5 or 6 planets where population is lower.
Reply #9 Top
I have been experiencing this PQ reset problem more and more lately. I never really noticed it in earlier versions of the game. If what Nspace says is true then this is a rather large problem. Very frustrsating to be playing a Huge map and have my PQ reset a few days into the game. Can someone from Stardock post a clarification on what is really going on here? And possibly an ETA for the fix (wishful thinking maybe)?
Reply #10 Top
Hi!
but watch the numbers for tax income ... Ironically, the fluctuations occur most often when I am not producing anything.

I too have seen that behaviour. My economy graph suddenly dropped by 20%. But then I remember reading here somewhere that when your cash reserve goes over 20000, you get a penality to your econ. Indeed this seems to be the case, as when I bought some trade goods from other AIs and my cash dropped below 20k, the line on the econ graph jumped back to it's previous position.

BR, Iztok