Hronk

Hronk

Joined Member # 635057
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Some testing: At a 50% tax rate, a class 20 planet maxes out (54 morale) at 2500 million. If build an entertainment network (+20 morale), the planet goes up to 5000 million. If you do the same thing with a +20 morale starting choice, the planet maxes out at 2700 million. Building an entertainment network this time results in 5200 million. Obviously something very wierd is going on.

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Frogboy, this chart seems a bit off. Example: I start the game with a size 20 planet and 50% taxation. The population eventually levels off around 2500 million. If I then build a entertainment network (+20 morale), the population levels off at.....5000 million. Neither of these make sense; according to the above charts, the population should level off (54% morale or so) at 1.5 billion initially. The entertainment network should net a gain of 600 million people or so. H

79 Replies 33,006 Views

As long as you stick to a single tax rate, it's fine. Population income at the 50% rate is always just (millions pop / 110) for example. Total income is population income + the flat rate you get for the planet (1 for a class 15 planet, and 1 for each class above that - a class 20 is 6). You're right about morale being wonky; an entertainment network on a class 15 and one a class 20 don't get you the same population increase, when Frogboy's previous post implies it should. Grr.

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I just realized that I forgot to factor in the effects of econ bonuses on morale buildings - +20 morale always gives you 620 million people, but a really big +econ bonus on the planet could make it worth it. I'll redo this all and post it in excel format later.

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Crud, that didn't work. Oh well. The important thing I wanted to point out is that it appears to be theoretically impossible to make money on the high-cost morale improvement buildings. I guess if you're really, really desperate for extra influence from the population gain you can build them, but there's no economic reason to do so. For buildings that give a negative rate of return, you can interpret that as the economic growth you have to forego to get whatever other benefit

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Trying as an html table: Name ROI Frictionless Clothing 1% * planet count Trade Monument trade income / 2500 Ultra Spices .8% * planet count VR Modules 1% * planet count Economic Capital income / 200 Omega Power Planet income / 1

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I was bored, so I got to wondering what the return on investment for economic social projects is. Using the following assumptions: 1 morale point on a planet nets you 31 million more people there, which is worth about .3 BC a turn (derived from empirical testing and Frogboy's morale chart). 1 econ point on a planet nets you about 1% more income (ignoring the base income for a planet). Name ROI Frictionless Clothing 1% * planet count Trade Monument trade inc

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1.2.036: If you rush buy a military or social project, then accidentally click on another military or social project, the money just vaporizes. You can no longer build that social project, but it never shows up in the planet detail screen, either.

684 Replies 23,644 Views

In version 1.2.036: The precursor event (+morale or +research) has the bonsues reversed from what the text says; I have +200% morale from getting it twice, when I actually chose the research option both times. The display on the planet details screen is truncating text; the population growth and planet quality lines don't display anything. All sorts of events and whatnot truncate text when it can't fit in the available lines for display.

684 Replies 23,644 Views

You know what I'm talking about; either you shower the opponent in goodies to get a peace treaty the same turn your ally makes peace with them, or your ally goes right back to war the next turn. Is it supposed to work this way?

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Is the AI supposed to stupidly send an endless stream of units that can't kill a single ship at you? I was at war with three races today, all of which built an endless stream of scouts and corvettes that couldn't kill a single battleaxe; I ended up getting a level 10 ship at pretty much every planet. Mind you, this was on the normal AI level, but it should notice that it's not getting anywherek, and make fleets or something.

2 Replies 208 Views

The "full" population of a planet is determined by the rating of a planet. On top of that, the number where the population of the planet stops growing is determined by your morale modifier (including any morale modifiers from planet buildings) and the morale modifiers from your tax rate. You get a fixed number of BC for a planet no matter what population you have on it; for a size 19 planet, for example, 5 million guys on a class 17 at 0% tax rate gives you 3 BC/turn. Beyond t

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The total amount you can spend on a planet per turn appears to be entirely independent of income and population; it's determined only by the planet rating and manufacturing modifier. It looks like sending production back to the bank with trade goods wouldn't really let you rush build, then; you could use the excess to save up and get things quickly through the purchase interface, but purchasing is such a horrid deal anyway I don't think it'll make much difference. My recommendation: ch

205 Replies 12,382 Views