What's the deal with Moral?

Ok, I get that Moral is linked to population growth, and in turn, the amount of tax you collect. But if my planet has 25bil people and the max is 25 bil...why do I even care what its moral is? Will the population start declining slowly; is it easier to take over? If the former, at what moral level should I be at to stop its decline, and if the latter should I even care if its a "core" world (one way out of enemy influence and range).

Everyone is always so hyper over moral, like it MUST be at or above 70% all the time, I can always keep an average at 70% to keep my political party, but on an individual planet basis, does this matter?
12,217 views 18 replies
Reply #1 Top
The pop will start declining if Morale is less then 20%. The main effect of morale in this game is in the elections that occur when you research advanced governments. The Galciv Wiki has some good info on this topic ... there is a link to it on this website's homepage.
Reply #2 Top
You mean m-o-r-a-l-e ?
Reply #3 Top
If morale falls too low, your propulation begins to fall. Anything above that point and it will be static or growing.

Even when you're maxed out on population, you'll want to keep it growing in order to fill transports when you need them, and above 75% and at 100% you get growth bonuses. But aside from that, morale really only matters in elections.
Reply #5 Top
....yes yes yes...I completly screwed up Moral, and Morale. So Sue me.

Thanks for the clarification that my Approval only matters in Elections, I'll just start taxing everyone to death now, then change it before an Election (just like a good politician).

I can always Load up Transports and send them to less populated worlds to counter any declining population effects.

I've searched a bit more and found a post saying that Very low approval planets can detach and form an I-League or something? I have yet to have this event, has anyone had this event occur?
Reply #6 Top
bad morale also makes planets easier to capture (bribing a part of the population to fight at the invaders side).
and i believe low morale makes planets join another civ faster.
Reply #7 Top
Once as the very evil Dreng (I took every evil random event choice) I lost 3 planets to the do-gooder Fundamenalist gang. One of the worlds they took was my best planet and it took a bloody civil war to retake my planets. At the time I was in a two front war with the Torians and Arceans, so my military was spread vey thin. And yes, I taxed to the max until election time...pure evil hehehehe
Reply #8 Top
I thought in v1.1 they added a production bonus for morale > 80%.
Reply #9 Top
"Moral" problems, you say?

Fear not. There's a topic on this specific subject:

WWW Link



LOL, wheel!
Reply #10 Top
The beatings will continue until morale improves

I've had the I-league event happen several times.

The population growth bonus does help a lot. Later in the game when you need to fill transports like crazy, it's not too hard to run high taxes and keep morale in the green. Early in the game, when morale is tough, I tend to run it in the yellow, just above the red. I think some people may be a bit obsessed with keeping morale in the green all the time. You don't *have* to do that. OTOH, running it too low can hurt hurt you due to the loss in population growth alone.

Reply #11 Top
Early in the game, when morale is tough, I tend to run it in the yellow, just above the red


This is exactly what I do, 45% morale I accept, nothing lower. I prefer money to happy people. I aim to get 80% tax rate 1st, then get each planet, if possible to 100% morale.
Reply #12 Top
if the morale gets too low and forms an i-league be prepared for a long fight believe me. (unless you ally with them, but sometimes they break the alliance and attack) should this happen take the planet back IMMEDIATLY.
Reply #13 Top
I like running with my taxes as low as possible. Getting used to a bloated infrastructure, even if you can support it via high tax revenues, means that stuff like random events (losing a planet/having the recession happen/etc) can totally mess with your economy. Running a tight ship with low taxes and high trade means you have more flexibility when bad things happen.

You can also support higher populations with lower taxes, and higher populations means more influence and more voting power and harder-to-conquer planets.
Reply #14 Top
It boost your population growth insanely.

If you got the neutral boost + all the achievement boost + some resource boost...
you can have both morale at 100% AND insanely high taxe rate

the AI is very slow at targeting morale achievements (hint hint)

Also Planet Quality impact morale, so it's much easier than it seem

PQ Boost (hability) + colonizing only large (15+) planet initially + neutral automatic availlability of planet tiles

=> gigantic planets, gigantic influence, gigantic pop growth and conpletly insane morale (did I mention the taxe income ?)

A key part in this strategy is to start off with a custom race and (yes !) the sensors technology already researched (this mean you'll spend he first 2 turn researching hyperdrive at 100% research focus ... but who cares... what's 2 turn)

instead of building colonies, you BUY factories and build ultra fast scan ship (custom design, scanners + multiple drives) once you reach 1ship/turn or at least 1/2turn you can move to a more conservative 33% research/military/social and you'll be ablle to send those fast colony ships (custom design) to those hugue worlds you found.

another side effects of having 4+ fast scan ships out there is grabbing every single anomalie for yourself (great if set to abundant)

if you're scared of the aliens you can set them to friendly, it buy you some time

but that strategy is very fast, and focusing on less worlds, but bigger, more efficient and happier mean those worlds will also be abble to churn out loads of colony ships real fast...

the poor alien will feel the grip of your iron fist culture if they try to colonize those size 10-- planets. I've seen planets flipping to my side without even lifting a finger

any game at painfull difficulty or lower is cheesecake

morale ? it's the key of the game.... that and custom built speed ships

I also love vulture ships

it's a variant of the ultra fast scout ship, but with a single low quality beam weapon. it's purpose: slaughtering constructors, freighters, transport ... anything undefended. combined with scan ships, thy are deadly (scanships are slow moving but full of scanners to scan your borders... think of it as of a slightly slow moving undefended starbase)
Reply #15 Top
Slow moving Scan ships ... something I have not tried. I have always made FAST spy ships because I find durnig wars the enemy AI seeks out these ships to destroy and I can lure thier ships (and even fleets) to chase them. This often allows my own version of "vulture" fighters to attack enemy frieghters and conctructors.
Reply #16 Top
yep, I use my vultures for the luring too.

the scan ships are really for the borders, or when keeping tabs on a stronger oponent (it does happen at the hardest difficulty !)

It's also great to survey the perimeter of a far away resource base. less expensive than leaving a fleet there.

One thing to understand: the scanning is a radius. so lots of scanners + eyes of the universe = HUGUE view. you hardly need to move to see things.

basically the scan ship see everything. the fast fleet kill everything they see while avoiding the stronger oponents. you basically ruin their economy and waste their production.

luring their ships to your military starbase (s) < they stack !!!!> is a really great way to defeat stronger oponents. often you pick them one fleet at a time while circling your own fleets between rest (repair) and attack. they repair faster on a planet.

I always put a few scan ship at that killer-starbase ... he he he .... see them coming from far away, know where every fleet is for nearly half the map (gigantic size !) just push the scan ship in the right spot. since you see further you have plenty of time to *move asside* or to bring in a rescue team.

of course you need none of that if the oponents are all weak.
Reply #17 Top
Thanks for tips Astarsis, I am trying play at harder levels and every bit helps!!!
Reply #18 Top
bad morale also makes planets easier to capture (bribing a part of the population to fight at the invaders side).
and i believe low morale makes planets join another civ faster.


Also have a chance to repel from your cilization. I was playing one time and Approval Rating was around 59%, funny i lost all my planets included my home and all i have left is two scouts and a colony ship.