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Post by wraithium on Feb 2, 2015 20:07:26 GMT -5
Is there ant way to increase morale if I am in the red on both my treasury and profit? My profit went from about +300 to -600 in a single turn (i have no idea why) and kept going further in to the red from there. I have removed as many non-essential buildings as possible to reduce maintenance costs, but I am assuming the maintenance costs keep going up because morale keeps dropping. It seems I can't do anything to keep morale up.
Please help, thanks!
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Post by fallen on Feb 2, 2015 21:09:26 GMT -5
wraithium - first place to check is your Empire Summary and see what your political situation is. You can still run Treaties even with a treasury in the red.
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Post by Cory Trese on Feb 2, 2015 23:34:13 GMT -5
I would not suggest removing buildings -- this will actually weaken your economy and make a bad situation worse.
The key is to determine why your profit has dropped -- is it increased maintenance costs, or reduced revenue?
There is likely a political root cause, which even with negative treasury, you can still quickly address.
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Post by abysmal on Feb 3, 2015 10:53:10 GMT -5
You mean you suggest not selling your buildings, right Cory TreseSent from my 0PCV1 using proboards
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Post by Cory Trese on Feb 3, 2015 18:59:11 GMT -5
You mean you suggest not selling your buildings, right Cory TreseSent from my 0PCV1 using proboards That's correct, sorry. You won't make up enough reduced maintenance to offset the reduced revenue by destroying buildings. You need to address the root problem, ASAP.
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Post by wraithium on Feb 3, 2015 20:59:10 GMT -5
Thanks for the tip on not removing buildings. Forgive my ignorance, but how do I use politics to address this? I thought it was because morale was in the tank across most planets. How can I keep morale up? It seems no matter how many spice dens I make it's not good enough. Is there a way to control population growth?
Thanks again.
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Post by Cory Trese on Feb 4, 2015 12:03:20 GMT -5
Morale is reduced by three factors -- Quality, Population and Spice.
From the beginning of the game, you should manage those three factors in that order.
The most important thing is to avoid going over Quality on a Colony.
The second most important thing is to avoid going over Population on a Colony.
The third most important thing is to avoid going under Spice on a Colony.
Your goal is to manage the Factions -- and that means providing Hab Units for all Population.
To control Population growth, expand your Colonies, at least one for each Faction.
Prioritize building and upgrading Hab Units above all other Upgrades -- aim to keep +1 or +2 free Hab Units at all times.
Once you have a Colony's Quality, Population and Spice correctly configured, Morale will recover quickly on it's own.
If it is moving too slowly, you should use Spice Festivals to increase Morale rapidly. However, these are not worth the Credits unless the Colony is setup correctly.
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Post by wraithium on Feb 4, 2015 16:43:56 GMT -5
To control Population growth, expand your Colonies, at least one for each Faction. To clarify, do you mean having more planets per faction reduces population across planets within that faction? If so, does sending a colony ship lower the population from origin planet only, or is it reduced by some factor across all faction planets?
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Post by remysolstrom on Feb 6, 2015 3:00:25 GMT -5
You don't lose any population by building a colony ship. Colonists just magically appear out of the ether! Someone ought to look into this, these phantoms will eventually take all of the jobs and women!
At any rate, as I understand things adding new colonies will spread out population growth. You start with three planets, and those are the only places for population to grow. By adding new colonies you effectively slow down growth on your primes. This gives you time to research techs to upgrade your Hab units, as well as to build money making buildings (mines and factories).
You definitely want to have those hab upgrades researched ASAP, especially the hab2. It takes a bit longer to become a problem on your primes, but on low quality worlds you will run out of quality pretty fast if you're only building hab1s. Upgraded structures allow greater capacity(in terms of population, manufacturing output, mining yields,etc.) without using additional quality.
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Post by wraithium on Feb 6, 2015 12:56:05 GMT -5
Ok, that makes sense. Thanks for clarifying
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Feb 7, 2015 3:52:19 GMT -5
I would not suggest removing buildings -- this will actually weaken your economy and make a bad situation worse. unless being over max quality is causing increased maintenance. Then the maintenance per building can be higher then the income it provides
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Post by Cory Trese on Feb 7, 2015 13:06:13 GMT -5
I would not suggest removing buildings -- this will actually weaken your economy and make a bad situation worse. unless being over max quality is causing increased maintenance. Then the maintenance per building can be higher then the income it provides Fair enough. I would suggest not building those in the first place, however. Going over Quality is rarely a good strategy.
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Post by khamya9 on Feb 9, 2015 12:26:24 GMT -5
unless being over max quality is causing increased maintenance. Then the maintenance per building can be higher then the income it provides Fair enough. I would suggest not building those in the first place, however. Going over Quality is rarely a good strategy. In one of my games I had a quality 4 planet with 9 population when my tech only allowed for hab 2. Starport 1 and three hab 2 = housing for 7. Better to build one more or not? Keeping in mind upgrades or new facilities were virtually impossible with only 1 cp.
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Post by Cory Trese on Feb 9, 2015 18:50:02 GMT -5
Fair enough. I would suggest not building those in the first place, however. Going over Quality is rarely a good strategy. In one of my games I had a quality 4 planet with 9 population when my tech only allowed for hab 2. Starport 1 and three hab 2 = housing for 7. Better to build one more or not? Keeping in mind upgrades or new facilities were virtually impossible with only 1 cp. Quality 4 should quickly switch to Indy and stop growing.
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Post by Scott on Apr 12, 2015 2:35:24 GMT -5
I'd gently suggest that the population growth/constant hab requirement/habs eating quality/rapidly cratering morale issue is set a little too aggressively - it's so demanding it interferes with gameplay and makes it really hard to explore other features of the game.
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