Warmongering and Peacetime....

Is there an opposite to war weariness?

Excellent game, all around.

Technical information: GC2:DA (Most current update)

I am currently playing all the races, just to see what they can do, what they are capable of, etc. As it so happens, I tend to research like mad before building up my fleet. With most races this is not an issue; however....

I decided to play the Korath Clan. I am playing Cakewalk (so I may get a feel for the new rules, programming, etc.) and there I was, building up my civilization, when I started noticing my Approval rating going down (At one point I was 92%; about 20-30 turns later I was down to 82%). I checked my colonies and discovered a few of them were below 40% approval! I started placing Morale+ buildings like mad, but it doesn't seem to affect it by any appreciable amount. My Morale is dropping steadily and I can't seem to get it on a positive curve.
[Several of my planets had twice as many Morale+ buildings than Food Production; I have found that a 1 Food for 1 Morale ratio tends to suffice for Good/Neutral civilizations while a 1 for 2 works for Evil civs. It may be just the way I play. *Shrugs*]
Now, most real-life democracies have a "war weariness" threshold; i.e.; the point in any conflict between our country and another where support begins to ebb (We're experiencing that now with the war in Iraq, incidently). The more protracted a conflict, the more pronounced our war weariness becomes. My question is this:

Do the warmongering races (Dregin, Korath) suffer "peace weariness"? Is morale dropping in my Korath game because I'm not rampaging across the galaxy, destroying anything that so much as looks at me? *Laughs* I am playing the Korath as Evil, so that may also have something to do with it.
The flip side of this question is this: Do the more peaceful races have "war weariness"? I've never gotten far enough with a relatively peaceful/Good race to find out.

Does anyone have any idea what I may be doing wrong (if at all)? Or, is this a side-effect of the Beta? Has anyone else noticed this inexplicable loss of support/Morale Loss? Any advice would be wonderful.

Sam
2,352 views 2 replies
Reply #1 Top
View a planet and place your mouse over morale and a tooltip should appear describing exactly what is lowering your morale.

There isn't any peace/war-weariness. It's my experience that it's much harder to reach large populations in DA because of morale-loss.
Reply #2 Top
I find its almost invariably population size - as you start to go above 12bn on a planet the morale starts to suffer ("its way to crowded" to use Civilisation IV terminology). Once you get to around 14/15Bn it starts to be significant, and a real pain. In a wierd way it can be helpful I find with Earth, as it builds faster, and gets to high leavels much quicker - at that point a slow down on Earth whilst the rest "catch up" (and not have to do anything else to help earth) can at times be a good thing.

Usually though, I think ahead knowing this will occur and keep my eyes open for morale resources and bust a gut to get them - I'll even go to war to get them if I have to. Those resources will increase morale if built on with constructors very significantly, which either kills off the morale problem or enables higher taxes without the proletariat moaning Or both ....

I am finding that whilst the early morale buildings help, I still have to research the morale techs as well as look at for the resources, to get the inherent moral increase when each morale tech is researched. Another thing that helps is punch out those colony ships from affected planets to stop it getting high pop, and/or extract some to Troop Carriers out of Orbit. Whilst the latter give you a slight economic hit (they dont pay taxes on board military Troop Ships), by the time you can do this the population overall is increasing quickly and you dont really notice the hit turn on turn.

I believe the way its balanced pushes you to early war to use up surplus population if for no other reason. I've found with GalCiv that what is seemingly hard/impossible, becomes possible when you focus the mind hard on something you have no choice over. Thats often a decision to invade someone in the very early game, and I have found after the event, looking back I could often have done it earlier had I thought hard enough circa 2-30 turns ahead.

I had resolved morale as a bye product of the invasion, but I often hadnt thought it through well enough previously, and could have done it much earlier by looking circa 20-30 turns ahead assessing both my projected ability, and more important the AIs future ability at that future point. AIs often appear much stronger than they are due to some clever programming/activity covering up an inherent weakness. Sounds silly I guess, but its almost as if the rising pop and reducing morale is a King Sized hint from the Game "hey off your butt and take them out" - I found after taking that hint, plus the other measures above the game leapt ahead.

Each version, once balancing has been completed and tweeked for final release, is a very clever piece of software and my hat is off to the devs who do it.

Regards
Zy