How many resources to capture?

Also a query on tax rate

I started playing GalCiv2 after a long time (Twilight latest version), and I am a bit fuzzy on some strategic decisions:

 

1. How many resources should you capture? In my current Medium galaxy, I have captured, 1 economic, 2 morale and 1 military resource, although it is quite early. I can see an unclaimed economic and a military resource, although they are both near another civ's capital. I am not sure it will be wise to capture them. How do you decide?

 

2. Tax vs pop growth - how do you balance this? I have kept taxes 100% approval level since the beginning, but now that my capital has nearly 12B pop, I am keeping it at a level where all the planets except the capital have 100% approval. This way I am earning 70bc/turn without any trade and still increasing my pop quite fast. But I do not remember if this was is the best way to do it. If only I were Torian instead of Terran! Any suggestion?

17,425 views 10 replies
Reply #1 Top

The problem with not having much tax income is that you won't have anything to fund the research produced by new labs, and without research you fall behind the other civs.  Growth is important, but you can't keep colonies at 100% approval forever without securing more morale resources or building more morale structures.

Generally, take whatever resources you can reasonably defend.  You can get the rest in due time.

Reply #2 Top

I think you misunderstood me. I only want to keep approval at 100% for a limited number of turns so that population may grow at a very fast rate. Then after I have a decent pop, I will reduce it to a level that ensures approval in green colour. And once pop growth is mostly over, I would like to ramp up the tax rate to as high as possible, say 69%. I was just wondering how you guys manage the pop growth phase? Do you also sacrifice taxes for fast pop growth for some time, or do you just keep approval above 75%?

 

What is your preferred resource type? I like Economy > Military > Morale > Influence, although obviously the location of the resource will matter a lot.

Reply #3 Top

I tend to fix the tax rate based on the current treasury level, the rate of loss, and the urgency with which I need production to be done.

While your civ's economy is most efficient running at 100% production, if you're losing money fast then it may be wise to trim it a bit, just until colonies start to prosper.

Basically the idea is to get to the next milestone without the treasury running out and going into the red.  A milestone like finishing the current batch of economic buildings.  So by adjusting taxes and production it is possible to make it last that long.  Divide your current treasury by the amount of loss and that's how many turns it can last (assuming current values).

Building economy buildings is vital to your economy, but during the building they cost you money (social production must be funded).  Stagger your building projects and you'll avoid nasty dips into the red while still growing your population.

Military resources are game-winning, but economic and morale resources help you to afford a military to begin with, so I would say that there is a bit of interdependence.  It is possibly to do without any of them but the game will be much harder.

Reply #4 Top

Thanks, it seems then that I am mostly doing the right thing.

 

BTW, what to build on non-specialized planets? A factory or two I guess, a morale building, at least one economic building. Then what? My guess is labs or more economic buildings if labs are not needed. Do you concentrate labs in non-tech capital planets as well or do you just spread them out?

Reply #5 Top

Well I play modded GalCiv so if I don't build labs I have hardly any research going.  I try to concentrate labs on colonies with bonus research tiles but any planet with five open tiles (so PQ6 or better) is fine.  That allows for a bare minimum of four labs and a Research Co-ordination Centre.

Because research is affected by bonuses from economic starbases, it does make sense to specialise a particular cluster of planets in research, although the same bonus will also affect planets which specialise in shipbuilding so there's no harm mixing them up.

Economic buildings on unspecialised worlds are low maintenance and don't directly benefit from economic starbses (it does help to speed up construction on tiles) so they're suitable for filling in the gaps when you don't really have a lot of income coming in.

It is sometimes useful to respecialise a planet, for example if you capture planets with intact research or factory buildings, you may need more income to run them.

Reply #6 Top

I am hardly an expert..   But I have been grabbing any resource i find early, and just placing one constructor on it.  This gives me a slight bonus, and keeps the AI from getting one..  the ones near by, i upgrade, the ones farther away, i risk.. If it falls later in a war, then so be it. 

 

As for building planets, lately i have been making most planets, a single starport/factory/lab,   then a few economic buildings.  If the moral is low, i build a moral booster,  If it has influence based tile boosters, i build those..

this lets the planet slowly build ships, or constructors, and in times of war i can focus on ship construction, to build things a bit faster.. when the planet is not building tile improvements, and i don't need ships, this lets me swap focus to research.

 

My research and factory capitals i try to find worlds with tile improvements in that area, my home world i make my economic/influence capital, the secondary planet in my home system i build all the stuff that gives bonuses.. but they take a long time, so i build some extra factories.  this also helps to pump out colony ships and constructors early game.

 

perhaps some of this advice will help you..  as i said i am new.. maybe have 75 hours played..  I also posted a thread about a week or so back that has some nice info.. 

Reply #7 Top

Thanks MarvinKosh and jecy99 for your detailed replies - I played the game intermittently from 2005 (?) to 2010, so it is just a matter of remembering what I have forgotten.

 

After trying another couple of early games to test things, this is what I think - Continually adjusting the tax and production sliders is the way to go. Why? Because situations change. There is a high PQ planet available? Crank up the tax rate to recover the money spent on buying the colony ship. Have a few planets with small pop and you are not in red? Lower the tax rate to get 100% approval and watch your pop explode.

 

In short - yes, lowering tax rate to get 100% approval (on planets that need it) is worth it, even without Super Breeder, provided you can afford it. Just be sensible about it. For example, if your capital has 10B pop while the others have 1-2B, there is no need to lower the tax rate from say 45% to 39% to get 100% approval in your capital. Focus on 100% approval in your other planets.

 

Do you guys agree?

Reply #8 Top

i do move sliders a lot.. 

 

I never tax that high though, if i am trying to grow planets, which i usually am.  I will turn on and off ship making, Or building construction from time to time.  going full 100% research and setting all your planets to research can sometimes make sense, at least doing so has to me :)

 

I typically don't have 100% approval, it is normally in the 70% range,,  I tend to use High capacity transports to ship people from high pop worlds, to low pop to get them up to the 4-5b range quickly. 

 

Reply #9 Top

Yes, that is also good, but on larger maps or with too many planets I don't prefer to micromanage that much. When I have nothing better to do other than cranking out constructors, I go for high research/social spending.

Reply #10 Top

 

what i was trying to say, was you can increase map size, and reduce the number of planets that can be colonized. In essence, it plays like a much smaller map.. Just more space to defend, and harder to spread out.  It seems to slow down expansion. Especially if you play with clusters, as it can leave far stretches that you need to have lots of added life-support, and larger engines too.  Making ships take 20-30 turns, just to get places leaves for more strats too.  though that might be more micro than you like.

 

I'm still trying to figure out the wp system.. i'm sure that will help