Food and Morale buildings

I am curious about how food is done. Does my food output per planet count for my whole Civ or is it only for that planet like Civ 1-4?

Also doesn't 2000lbs of food per person per week seem like a lot? The manual, when it was available for reading, said that 1 million tons of food only feed 1 million people. There was some confusion about whether that was a typo and it was supposed to be 1 billion people but no one cleared the confusion to my knowledge.

This same question applies for morale buildings also. Do they boost morale for all my citizens or only those on the planet where it was built? IIRC that is how it worked in GC1.
17,132 views 23 replies
Reply #1 Top
2000 lbs of food a week

285 lbs a day

3 Big Macs weight about 1pound (on average)

855 Big Macs a day

8 hours of sleep in a standard 24 hour day leaves 16 waking hours

53 big macs per waking hour

So basically that figure assumes that everyone on the planet eats roughly a Big Mac a minute.
Reply #2 Top
Well, what do we know about the metabolism of 23rd century humanity?
Reply #4 Top
Now that is amazing
But isn't the population supposed to represent the number of productive citizens (taxpayers) and not mouths to feed? Perhaps for every person who pays taxes there are a few hundred who can't spare the credits.
Reply #5 Top
you sure your right? Even in the 23rd Century, Humans still don't get hungry every minute...
unless people got used to eating so much big macs back today?
still this should be a bug...(or you have some giant citizens..)

to note Food+morale bulidings (execpt Galactic wonders and stuff) only work on that one planet.
Reply #6 Top
I'm pretty sure it's a typo.

It should be 1mt/1bil

Otherwise, my planets have populations of only 40 million or so.
Reply #7 Top
Lowa said that the buildings only work on that planet. So they are saying that I can not possibly ship food from a place of abundance to a place of scarcity. Silly. I think I like it better in GC1 where you didnt have to worry about food.
Reply #8 Top
Food is purely local.
Reply #9 Top
And FYI you can't really have a 'food shortage' anywhere. Food could just as easily be called living space; it raises teh population cap on a world. There's really no need to build farms unless you really need more people (I.E. you find a 20+ class planet and want to make a pure economy booster world, or if you need a high-pop planet to spam troop transports).
Reply #10 Top
In GalCiv1 I found it was best to get the population on all my planets as high as possible so as to maximize income and production capacity. How is this different in GalCiv2?
Reply #11 Top
In GalCiv 2 attempting to raise your population on all but the best worlds can be a recipe for disaster. Due to the limited space on planets, you have to dedicate tremendous amounts of your space to morale improvements if you build farms.

I'm not sure if the behavior is changed, but I can recall one instance where I had my entire empire at or just about 100% approval, except one world that was below 50% no matter what I did. That planet was a PQ15 or so, with one farm on a +300% food tile and another on a +100% tile. And the entire rest of the planet (12+ tiles) was filled with morale improvements, to no avail.

At any rate, I've been playing on 'challenging' difficulty and haven't had much problem with income despite avoiding farms like the plague. It's just a matter of building econ improvements instead, getting a +econ race bonus, building econ mining starbases, etc.
Reply #12 Top
Interesting

At any rate, I've been playing on 'challenging' difficulty and haven't had much problem with income despite avoiding farms like the plague. It's just a matter of building econ improvements instead, getting a +econ race bonus, building econ mining starbases, etc.


This is the conclusion that I am coming to as well. Farms Suck! I never build a farm without a PQ bonus and then never on a food bonus tile. This may be something that needs to be tweaked.

It will be interesting to see further opinions on this in months to come
Reply #13 Top
Well, farms might be useful in balancing your planets. If you make it so every planet has the same population, then they'll need an equal number of morale/tax rate, instead of some planets being unhappy while some being very happy at a certain tax rate. With numbers and formulas, we could crunch them to see what gives the best results.
Reply #14 Top
Hmmm... Ive never had a planet that needed to be filled up on +morale buildings and still not come close to being at 100% approval. Though I do almost always play as the Populists for the morale/diplomacy bonus. Morale is king in this game.
Reply #15 Top
Ive never had a planet that needed to be filled up on +morale buildings and still not come close to being at 100% approval.


I also play as Populist usually but I also push the envelope on taxes. Moral can be controlled okay if you get a moral SB or two and research the moral techs quickly. Once you get VR centers one (with approval bonus) or two facilities will usually keep a high pop planet over 50%.

The question is, does high population have sufficient rewards to justify the moral problems when you can easily maintain a 3 billion population at 100% moral with high taxes and lots of econ improvements? I see my PQ 7-10 planets become ship building giants while my high PQ planets struggle with moral problems due to high population.
Reply #16 Top
Odd... in GC2 I haven't had the morale problems that I would have in GC1 (though I haven't had access to the gamma so it may be different) - in fact I managed to make it so that I was taxing 100% and still getting an approval of 80%+ (and thats without devoting any major portion of any planet to morale improvements)
Reply #17 Top
Ressurecting this thread to get clarification. After reading the manual it says that you need farms to grow a planet beyond the 3 million that the planet "capital" provides for. Page 31 of the manual seems to be saying that without farms you can not grow a planet to its full extent. I know you might not want to get a planet too large because of morale issues but only 3 million? That doesnt seem like a lot. Darth Kryo said that you cant have a food shortage but the manual sure makes it sound that way. And the manual still says that 1 million tons of food still only feeds one million people. Even if people is only tax payers that is high. Assume that each population point actually represents five peopl. Then 1 million tons of food only feeds 5 million people. That is still insane.

Also, if I add more than one constructor module to my constructor can I upgrade star bases faster. And, the same question goes for trade ships. If I put lots of trade modules can I increase the amount of trade that ship generates?
Reply #18 Top
As I noted above, farms are really analagous to habitats--they don't so much 'feed people' as they increase the population cap. If you don't build farms, your planets simply won't grow beyond 3 bil. population.

BTW, the manual is in error on the numbers--1 mil. tons of food feeds 1 bil. taxpayers (though that actually goes the other direction--you're going to get awful hungry if there's only two pounds of food per week, and only for taxpayers--dependents have to share! But hey, it's a game).

As to you rother question, extra constructor/trade compnonents will not improve the effect. You have to build a ship per trade route/starbase module.
Reply #19 Top
So there really isnt a point to adding a lot of trade/constructor modules to a single ship, is there?
Reply #20 Top
I believe it's set so that you simply can't in the latest builds, so it's a moot point. I know I was putting together a freighter design teh other day and when you add a trade component all the 'special' components (trade/construct/colonize/troops) disappear form the list. I would imagine the behavior is the same for the constructors, though not with the troop modules as adding extras of them increases the number of troops a transport can carry. As to colony modules, I'm not sure if more boosts the population they can carry or not.
Reply #21 Top
As to colony modules, I'm not sure if more boosts the population they can carry or not.

This would be interesting to know, yes.
Reply #22 Top
I would rather have it be abstracted at 1mton to 1 billion that 1mton to 1 million. It is a little less insane than the alternative. I dont want total realism but it would be insane for each person to have 2000lbs of food a week. Insane because then a large planet would need many many farms to grow to even 1 billion people. Which should be easy considering earth has 6 billion and we are considered a class 10 in the game.

Thank you for the clarification. I thought they would have fixed the typo since it was pointed out in the second draft of the manual so I was confused.

Too bad I cant use more modules but that probably keeps it reasonably fair for balancing
Reply #23 Top
Well, every time your population grows, the report states that 'it's probably just more people applying for taxes', or something along those lines. So I just assume the number of taxpayers is very, very low.

And obesity is on the rise! Who says that humanity in the 23rd century isn't spherical, and uses hovercars to move around?! Perhaps, just to LIVE, these people NEED a big mac every minute...

And their leaders are trim and handsome, because the normal people don't want the other races to think that humans are fat.