Hi!
The ONLY thing I'm still not understanding is the morale of this game.
You'r not the only one. I took four expert players to figure out the working of morale (check
NLC's and Industrial Sectors broke my economy. The thread very soon develops into morale calculation method). Up to now I didn't collect enough patience to put that knowldge into one comprehensive article.
But in short:
There's so called base morale, that's used in most calculationso of approval on a planet. Base morale ranges from 100% to 10% and purely depends on the amount of pop on a planet: the higher the pop, the smaller the base morale, up to 24 B pop, where it stops dropping. The decrease is also non-linear: going from 6B to 9B drops it (numbers from memory) from 90% to 80%. Going from 18B to 22B pop drops it from 50% to 15%.
The main problem with base morale is it multiplies ALL things that give morale bonuses (but quality of the planet and morale bonus from colonization event). So if you have morale ability 300%, on a planet with base morale 10%, only 10% of those 300% will be used in approval calculation: approval will be increased by 30 points). The VRC that gives 40% bonus will give only 10% of that bonus (or 4 points to approval).
Now add to that the malus from taxation level, that's also non-linear, and skyrockets above 80% (more than 200% malus, number again from memory), and the morale ability cap, that after the multiplication with base morale can't exceed 100% (DA feature), you end where you are currently: deep in an as.h..e.
Since penalities from high pop are so severe, the rule of the thumb was developed: only one farm per planet. If you have morale ability 300%+, then maybe two. The SQRT (pop) in the formula for calculating money revenue from pop on a planet strongly supports that rule.
If you really want BIIIG pop on your planets, then load the DL 1.0x game. Those limitations don't exist there.
BR, Iztok