Any initial 1.4 comments on morale and economy?

I won't install it til I finish my current game.

How is the game different from 1.31 in terms of
morale and economy?

The .xml file confirms that morale structures are indeed
more costly. But maybe other factors offset that. And, as
mentioned in the change log, stock exchanges no longer add
a double boost anymore: no effect on morale.

It looks like the economy structures are about the same as
1.31.
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Reply #1 Top
Morale buildings are useful now is the biggest difference I see, but it hasn't changed my strategy as I had always put one morale building per world anyway. Without the stock exchange boost though, I'm finding I need research up the morale tree a little quicker if I don't get anomoly money soon enough. Otherwise same addictiveness GCII has had one me for months.  
Reply #2 Top
Finally its easier to have higher taxes. 5000-20000 week for me 45-60%+tax and 100pop approval. I could also keep up against civs with bigger populations ie double or triple pops. Well if there was a race for techs I mean I could build up and keep up(and pass) thoughs civs so I dont lose in a tech victory. My offense is better too. Building new ships quicker and in more quantity. I got surrounded near the middle of of the game. But my cash flow was great so it wasnt a problem. The update is great.
Reply #3 Top
I have played only 1 game and didnt get any morale resource's till very late in the game and i found it had a great effect on my morale. Did you guys have a resource or two? Because i found it a litlle harder to keep my pop happy, i needed two to three vr buildings per about 20b population to just keep in the yellow.

Like i said i didnt have any resources helping me out so maybe those would have made the differance.

I noticed a big change without having the morale bonus from the stock exchanges but it is definatley more of a challenge, it would seem so far anyway.
Reply #4 Top
I think 1.4 was a solid change. I haven't really tried going over 20B on a planet yet, I get the feeling it still isn't worthwhile.

The biggest thing is changing your habits. Remembering not to throw a stock exchange on a morale bonuses. (funny that the AI still does this)

Basically it seems 1 farm/1 entertainment per planet works fairly well. As someone said above just make sure your morale tech is good. If I get some bonuses, I'm been going 2 farms, and whatever it takes to get them > 70% happy.

One interesting other note, now that 6B is the base population, my normal 1k troop transports are not quite as good late in the game.
Reply #5 Top
No I had no resources(damn neighbors got them all and there wasn't any close to me either   ). With the right attributes, planets, tech research, trading, and or buildings on planets you can start flying near the early middle of a game  . Thats where I picked up. Usually I start running smoothly at middle to little after middle. With these boost it just made my life easier.  Thanks for 1.4 update.
Reply #6 Top
In regard to morale buildings, it looks to me like
the 3 lower buildings provide the same low morale boost as before:
Entertainment Network, 5%
Multimedia Center, 10%
Extreme Stadium, 15%
The next two provide a bigger morale boost and are
more expensive:
Zero G, went from 20% to 30%
Virtual Reality from 25% to 40%

I don't see any differnce in cost but the tech costs may be higher.
Reply #7 Top
I skipped morale structures altogether in my first 1.4 game. Stayed with economy and within the new 6 billion cap, had no problem running 85%+ approval and a 100% financed economy with 50% locked in research and the other 50% floating as needed between social and military and still raking in a couple hundred bc per turn up to the 20k ceiling, and even a bit beyond.

In my second game, I'm giving them a try with a few planets, one farm and one morale structure each, just to see how they behave.
Reply #8 Top
At early levels i am still requiring two morale buildings, however with the tweaks made i now only need one in the latter stages.

Morale and eco changes are good for me