Large population planets pointless and impracticle
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GalCiv2 Forums
The values of morale and the effect it has on your population happiness changed alot for DA from DL, morale got nerfed so to speak. I find in DA it is hard to keep a populace happy and entertainment buildings do little to help, best way to adjust happiness is with tax values.
I've done some simple experiments to find out what is the best way to run an economy planet. In DL I found the best way was to mix farms, markets, entertainment as 1/1/1 in that ratio, this gave me more money then all population or all markets and I liked it that way. It was nice to see balance and to see all the buildings being put to good use, nice if not boring or predictable.
DA changed this and I can no longer have high population planets with out dropping taxes down to nothing.. gone are those 20b+ worlds of mine. Entertainment buildings are utterly a waste of space they give a poultry 3% increase in happiness default. Now the best way to make a planet into a cash cow, the only real way is to fill it up with markets. What I do is have at least over 10b population and 1 entertainment building and the rest of the tiles with markets.
This is kind of sad for me because having large populace worlds was good for troop recuitment and voting, it also did bring in some decent cash. Now I can't get a population aover 20b with out dropping taxes to single digits and if I did I would be losing money instead of making any. Like ship defenses the entertainment building went the way of the dodo bird. I can run a strong rich economy and never plop a entertainment building.
All in all I am impressed with DA it is definately an improvment over DL and I love the extereme colonization idea. The AI had it's quirkiness removed that frankly made it look moronic but still poses no real challange even at the higher difficulty settings. Good expansion I'm pleased with it, it's just sad to see some parts of the game like ship defenses and entertainment be pushed to the side of irrevelance.
I've done some simple experiments to find out what is the best way to run an economy planet. In DL I found the best way was to mix farms, markets, entertainment as 1/1/1 in that ratio, this gave me more money then all population or all markets and I liked it that way. It was nice to see balance and to see all the buildings being put to good use, nice if not boring or predictable.
DA changed this and I can no longer have high population planets with out dropping taxes down to nothing.. gone are those 20b+ worlds of mine. Entertainment buildings are utterly a waste of space they give a poultry 3% increase in happiness default. Now the best way to make a planet into a cash cow, the only real way is to fill it up with markets. What I do is have at least over 10b population and 1 entertainment building and the rest of the tiles with markets.
This is kind of sad for me because having large populace worlds was good for troop recuitment and voting, it also did bring in some decent cash. Now I can't get a population aover 20b with out dropping taxes to single digits and if I did I would be losing money instead of making any. Like ship defenses the entertainment building went the way of the dodo bird. I can run a strong rich economy and never plop a entertainment building.
All in all I am impressed with DA it is definately an improvment over DL and I love the extereme colonization idea. The AI had it's quirkiness removed that frankly made it look moronic but still poses no real challange even at the higher difficulty settings. Good expansion I'm pleased with it, it's just sad to see some parts of the game like ship defenses and entertainment be pushed to the side of irrevelance.
That's the point of community. With this game I feel a seriuous lack of numbers. Being a long-time and successfull Stars! number-cruncher I need them here too!!! 
. What's funny is that it became my prime transport building world. My transports boasted dual Advanced Troop modules, and when launching one or two of them the morale shot up to 100%, heh. So a high population was useful in that regard.