Population 14-15 or 20-22?

I've read a lot on these forums about economics and the argument for different population levels. However, I can't say that I feel any clearer about what most people actually do during their games?

Obviously, a 20 population is better for influence and resisting invasion but comes with a much tougher morale problem. Yet, does morale matter? What does it affect? Actual tax revenues? Final game score? The psychology of perfectionist players who just can't stand to see a morale number in yellow?

Rather than open the whole can of "theory" worms again I'd just like everyone to chime in and say what they do in actual "practice", whether they go for the 15 or 22 pop planets and, briefly, why?  

I've played both ways but can't say that I feel I have a handle on which fits better with my overall play style.

15,806 views 22 replies
Reply #1 Top

Depends on your strategy:

- If you go for influence or you're playing in a sizeable galaxy where you actually need that many inhabitants to put on transports for invasion purposes, 20
- Otherwise I'd say 15: to keep your morale at the same level you'd need 1-2 morale buildings on top of the farm = 2-3 tiles for 33% additional income. 2-3 econ buildings can easily give you more additional income by the time you'd have more than 15 population. So unless you really need the population, it's not the best use of tiles for most civilizations.

Main importance for morale, so the main reasons why you would probably want to keep it at the same level as before building any farms:

1. Population growth (is higher at 100% morale, 76% or above, etc. Then there is a stagnation point in the forties. I believe it's below 26% that population start to decrease. Faster population growth mainly gets your tax income up faster.

2. Winning elections and getting the benefits from your chosen government type: very important!

3. Being more resistant against invasions that would use information warfare

Reply #2 Top

14 with any tree that isn't Terran/Arcean/minor race.  20 in DA.  15 is fine in TA but I don't like adv farms and due to intensive farming having been left in at its current place (which it shouldn't be, and I already bug reported it...) I never research adv.

You can just tech trade for everything you're missing, but the above is a good rule of thumb regardless.

22 is too much in any version, including DL.

Reply #3 Top

in TA i usually keep my low quality planets at 8 and capitals at 16 with one or two morale buildings, higher quaility planets get one farm due to their morale bonus...that way i can usually set taxes at 75-80% and still have an approval of 75-85%

Reply #4 Top

It also depends on your race.  The Torians get hot springs (+50% morale).  The Yor have Charging Stalks which grant you extra food plus a morale bonus, so it is not as big a deal to grow the pop when you are one of these races.

 

Otherwise you can build the Secret Police Center on a particularly populous planet (+20% to base approval) after you research Good and Evil.  If you have Harmony crystals  built somewhere else or have managed to mine some morale resources, these may also inform your decision.

Reply #5 Top

Otherwise you can build the Secret Police Center on a particularly populous planet (+20% to base approval) after you research Good and Evil.

Secret Police Center is and always has been bugged; it is the equivalent of any other 20% morale structure-you're better off building a virtual reality center.

Reply #6 Top

In DA (i assume the same is true for ToA) 13B is the optimum point of population V income V morale. You use 2 tiles to achieve the best balance, using one VR centre and one ADV farm. But morale is also directly affected by your resources as well. If you can manage to have 4~6 morale resources then a 20B planet becomes very viable on PQ15 worlds or higher. You can go to 20B on as little as a PQ9 if you wanted to but the trade off of tile usage to maintain the morale Vs potential income makes this unfeasable.

PQ15 and higher would need two ADV Farms and two VR centres to maintain your 20B and you could push your taxes to around 69% or 79% very easily. This all depends on what other racial bonuses you may have or the like.

Your morale will affect your score in that it is directly linked to your income and population. Obviously early game you want to maintain 100% morale for the 100% bonus to pop growth. (even more so if you play as Torians) I always research morale improvments before farms to ensure i can always maintain that 100% for the first 12 months. Later in the game once your planets have reached maximum capacity then push your morale down with higher taxes, morale matters only for voting by this point in the game and for countering culture flipping, both easily accounted for.

Keeping morale above 41% will ensure that your planet will grow, given enough food but without bonuses. Above 75% you get 25% bonus...IIRC.

Always try to minimise the amount of VR centers you have to build. Two per PQ15+ planets along with the two ADV farms and the rest of the tiles econ will give you the best balance you could hope for between income Vs morale, of course getting those morale resources is the key.

In gigantic abundant all games i have had enough morale resources that i was able to run at 79% with only 1 VR centre on a 20B world and keep very high approval.

Like Noct said it all depends on what style of game your playing and what map. On smaller maps you are going to be limited to a smaller number of galactic resources so the 20B planets may have to be reserved for your PQ 18+ worlds.

Leave your 20B worlds to later in the game...keep your morale high for the growing phase then expand and let morale drop to ~45%.

Green approval on a planet means your probably not pushing that planet to it's income and population potential.

:)

 

Reply #7 Top

Quoting Sole, reply 5

Otherwise you can build the Secret Police Center on a particularly populous planet (+20% to base approval) after you research Good and Evil.
Secret Police Center is and always has been bugged; it is the equivalent of any other 20% morale structure-you're better off building a virtual reality center.

 

You know the Secret Police are pretty incompetent when their headquarters are bugged.  :grin:

 

Good to know.  I should have paid closer attention.   While we're here, I didn't notice much improvement from the Artificial Slave Center.  Where is this "huge boost to military production"?

Reply #8 Top

The ASC is meant to give you +50% x your total production output..IIRC. So if you are early game you may not see much of an affect as of yet.

To be honest though i would not be surprised if the ASC was nerfed in ToA or 2.0. Perhaps it's bonus has been reduced.

 

Edit - Just checked the Wiki..there is no additional info or anything about a nerf. Perhaps a mechanic like Sole Soul may drop back in and answer that one for ya.....

 

Reply #9 Top

Generally by mid to late game I can support 20 pop per planet with good morale (Maybe more this game - I have five morale mines near my home world. My people are *so* high on, ah, life, yeah, that's it!), and can't come up with any real good reason not to do so.

Jonnan

Reply #10 Top

Quoting Neilo, reply 8
The ASC is meant to give you +50% x your total production output..IIRC. So if you are early game you may not see much of an affect as of yet.

To be honest though i would not be surprised if the ASC was nerfed in ToA or 2.0. Perhaps it's bonus has been reduced.

 

Edit - Just checked the Wiki..there is no additional info or anything about a nerf. Perhaps a mechanic like Sole Soul may drop back in and answer that one for ya.....

 

Still works as an overall multiplier of 1.5 in TA 2.x.

:)

Reply #11 Top

Thanks SS. ;)

Reply #12 Top

Quoting Sole, reply 10

Quoting Neilo, reply 8The ASC is meant to give you +50% x your total production output..IIRC. So if you are early game you may not see much of an affect as of yet.

To be honest though i would not be surprised if the ASC was nerfed in ToA or 2.0. Perhaps it's bonus has been reduced.

 

Edit - Just checked the Wiki..there is no additional info or anything about a nerf. Perhaps a mechanic like Sole Soul may drop back in and answer that one for ya.....

 
Still works as an overall multiplier of 1.5 in TA 2.x.

"Overall" you mean Civ wide? Or just the planet?

Reply #13 Top

Quoting Skinny-Y, reply 12
"Overall" you mean Civ wide? Or just the planet?

Civ-wide bonus that multiplies by everything.

So if I have a military racial bonus of 50%, my world with 100 funded base military (150 military) becomes 225.

And my world with 100 base funded military (no racial bonus) becomes 150.

Reply #14 Top

No it's a civ wide bonus. It's factored in after all other production and bonuses has been applied so it becomes a very powerful center late in game.

:)

Reply #15 Top

Ahhh i have always said i need to type Quicker.....

Less than 60 seconds between our replies....

Reply #16 Top

Wowzer.  I built it around the time I started building medium sized ships, but barking up the beam weapons tree was very long and slow.  So maybe a bit early in the game.

8(|

Reply #17 Top

Hi!

The ASC is meant to give you +50% x your total production output..

A clarification please: has ASC functionality changed in TotA, so that it gives 50% bonus to ALL production, not just military, as it does in DL and DA? I'm asking because posts here indicate that change.

BR,  Iztok

Reply #18 Top

Quoting Iztok, reply 17
Hi!


The ASC is meant to give you +50% x your total production output..
A clarification please: has ASC functionality changed in TotA, so that it gives 50% bonus to ALL production, not just military, as it does in DL and DA? I'm asking because posts here indicate that change.

BR,  Iztok

My fault for not catching that-Neilo's for typing it.

Nope, still military only.

:)

 

Reply #19 Top

Ahh nice catch...Military of course. I guess i was assuming we understood we were talking Mil only.....

My bad. ;P

Geez..imagine if it was ALL production....... :dur:

Reply #20 Top

PQ20+ (and, these in my case can go as high as 32) are there for a very simple reason - a steady flow of Invading Troops made *from* population.

For everything else, profitable planets can only get you so far in balancing your economy IF the Morale issues start to get outa hands (considering a huge number of variable conditions can impact the optimal values consistantly) and these will most likely stand as stabilizing assets for the overall figures.

 

Grab the PQ4s, they can rapidly become full blast Sixteens steady enough to compensate for Core planets (HW, early rush acquisitions, etc) high-er maintenance situations.

Keep a close watch on Food Bonuses, a single 300% can certainly negate pop growth beyond your choice of optimal levels (this standing at a maximum of 20 or more, btw)... but on specific PQ?xx?, the "temporarily" maintained Food input can stretch out the usual delay to make it cost effficient within less gameplay turns. Switch over to another PI once your desired level of Pop has been obtained and watch it all thumble -- for awhile or until you'd need to turn it on again. Hint; Fertility Clinic & Invasion troops supply.

 

Reply #21 Top

I don't know what I'm doing differently but I can almost always get a few P22 or 20 planets with but a single morale building.

 

I will normally get a couple of morale resources in space, but not the 5 or more people are mentioning. Then I'll put a big morale building on the planet like the political capital.

My question is I recognize that building influence buildings or econ buildings generally gives you a better return overall...but how much of both do you get from the higher population?

Reply #22 Top

Tax for maintenance, raise morale to scale up productivity - through effective slider variations.

In fact, either the population is KEPT happy enough to pay or they revolt. Incremental "activities" are balancing issues on empire scale rather than planetary.