gamealot1

gamealot1

Joined Member # 634807
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This will depend on the habitability rating of the planet. Anything over 500 mil to start on a 15 or worse world is probably pushing it - BUT if you had speed bought the habitability upgrades instead of the morale boosters you might have gotten the morale up enough to stay out of trouble - not great, but out of the revolt zone...

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The key question is how many people are you dumping onto it at the start? Try dumping only a few hundred million and see if you still have the problem. If you put too many people on the planet right away you will have this morale problem since the planet is way too overcrowded.

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Brad, First, I am very impressed with your level of support and dedication to this game and customer service in general. However, I have to offer up that I think you are making a mistake by not paying more attention to the trading issues that are being discussed in detail here. I can see you made a patch very quickly for some issues - but you also seem to be saying "as far as trading exploits, only a few are doing it and I have to spend my time on the needs of the many." <

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My two cents: Military Project set at None: down the drain since it should never happen - build a constructor at least! Social Project set at None: Change the name of None to Gold and let the planet make some extra cash. Cash management is tough in this game and it would provide some extra options for the player, is typical in other games of this ilk (like Civ), and isn't that much extra complexity/micromanagement. Option 2 for Special Project set at None: Change

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