Morale, PQ, and unused tiles

I played a *long* time before I finally understood that a high PQ world gets a morale bonus just for being a sweet place to live. Lately, I started to wonder why I don't seem to get any morale benefit from leaving a tile or two undeveloped.

I'm sure my own unexamined assumptions are pretty big factors here, but does anyone else think that the morale bonus for PQ should (at least for some alignments and/or gov't types) be affected by whether the planet has any "wilderness" left?
3,816 views 7 replies
Reply #1 Top
Come on, I can't be the only person around here with a tree-hugging streak.

Or is the idea of putting value on an unexploited resource just beyond sacrilege to the 4X crowd?
Reply #2 Top
I think it would have to be a pretty significant bonus to make me leave tiles undeveloped. Even on the best worlds I never have as many tiles as I could want or use.
Reply #3 Top
Trees are nice. For putting in the fire place.  
Reply #4 Top
There usually is plenty of wilderness left on the planets as I see it.

All those areas where I can't build! hehe

Also I think that if you build the "entertainment" buildings, which take up an entire square on a planet, that it just would not be buildings. You should have all kinds of cool hiking trails, rafting, rock climbing, parks, heck they may even have outdoor racquet ball! Using force field walls of course.
Reply #5 Top
Actually planets of PQ11 and above get an "approval" bonus even though it's documented as a "moral" bonus.

The difference is that if you have a PQ10 and a PQ11 with the same pop and the same planetary "morale" bonus, the PQ11's approval will be exactly 10% higher than the PQ10. A straight morale bonus is depreciated by the "base morale" which is the straight population dependent value. For example at 25B base morale is 20%. This would make a "normal" morale bonus of 10% equal an approval increase of 2% at a pop of 25B.

This straight approval bonus is very powerful. I never try for much more than "default" pop (12B or whatever, dependent on game version) on PQ10 and below. If you limit your "high" pop to PQ11 or above you'll have a much easier time maintaining a good approval raing. JMHO.
Reply #6 Top
It's too bad that the super abilities are hard-coded. It would be nice to be able to create your own and add something like this:

Super Hippies: Unused tiles on their planets are used for weed cultivation and tree-hugging festivals (that's why they're green, man); each unused tile adds 5% approval. All tiles on a planet used is a 'bummer', -10% approval. If at least one PQ 11+ planet in your empire is left completely undeveloped, you get a global +10% approval bonus.

Also, thank you Mumble for bringing the PQ 11+ approval bonus; I had forgotten all about that.
Reply #7 Top
Super Hippies


I'd very much like to see some sort of "wizard" step that entabled us to define a custom super ability to use in place of one of the standard super abilities.

Not that I'm a horribly demanding software user, second-generation counterculture person, dangerous freak, et cetera...