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Morale?
Dec 10, 2015 14:38:20 GMT -5
Post by Intermittent on Dec 10, 2015 14:38:20 GMT -5
A few questions on this. 1 does morale effect a colony's maitnance as well as income. 2 at what number does it become negertive. 3 does it stack evenly (if minus 1 morale was -10% maitnance would -5 = 50%). 4 if so what impact does -1 have. Just like to add I've been searching 4 a couple of hrs on forum with no joy (keep on getting side tracked, soon to be drooling at the mouth with info overload)
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Morale?
Dec 10, 2015 17:50:19 GMT -5
via mobile
Post by Brutus Aurelius on Dec 10, 2015 17:50:19 GMT -5
1) Yes 2) Below 7 3) It is an increasing penalty, but the exact percentage, I don't know.
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Morale?
Dec 11, 2015 7:46:24 GMT -5
Post by elwoodps on Dec 11, 2015 7:46:24 GMT -5
A few questions on this. 1 does morale effect a colony's maitnance as well as income....... Hi Intermittent , The part of your first question that I underlined suggests that there's something significant you haven't picked up on yet. The income displayed in the lower left corner of the colony's main screen, is net income with the maintenance cost already subtracted. This isn't real obvious from the documentation; I too did not understand this when I first started playing, until someone pointed it out. I'll use this screenshot as an example: It shows Income/Maintenance as +68/-20. The colony's total revenue per turn (or if you prefer, Gross Income) is actually +88, which when you subtract the -20 Maintenance, results in the +68 Income displayed. A drop in Morale that caused a doubling of the colony's Maintenance cost to -40, the total revenue per turn still being +88, would result in a displayed Income/Maintenance of +48/-40.So when a colony's Morale goes down it's maintenance cost increases, but it's not a case of "as well as". This increase in maintenance cost is the mechanism that causes the colony's income to decrease.
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Morale?
Dec 11, 2015 8:04:57 GMT -5
Post by Intermittent on Dec 11, 2015 8:04:57 GMT -5
A few questions on this. 1 does morale effect a colony's maitnance as well as income....... Hi Intermittent , The part of your first question that I underlined suggests that there's something significant you haven't picked up on yet. The income displayed in the lower left corner of the colony's main screen, is net income with the maintenance cost already subtracted. This isn't real obvious from the documentation; I too did not understand this when I first started playing, until someone pointed it out. I'll use this screenshot as an example: It shows Income/Maintenance as +68/-20. The colony's total revenue per turn (or if prefer, Gross Income) is actually +88, which when you subtract the -20 Maintenance, results in the +68 Income displayed. A drop in Morale that caused a doubling of the colony's Maintenance cost to -40, the total revenue per turn (or if prefer, Gross Income) still being +88, would result in a displayed Income/Maintenance of +48/-40.So when a colony's Morale goes down it's maintenance cost increases, but it's not a case of "as well as". This increase in maintenance cost is mechanism that causes the colony's income to decrease. Your right i did not pick up on this and was trying to further subtract maintnance costs from 1st figure, which was giving me headaches with low q worlds. So in other words 1st numbers are profit (fullstop) and 2nd are maitnance costs. +1 as well as previous responder.
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Post by elwoodps on Dec 11, 2015 9:34:51 GMT -5
.... So in other words 1st numbers are profit (fullstop) and 2nd are maitnance costs...... That's right. For example, this Low-Q, Low-M colony is actually turning a respectable profit, despite the fact that the indicated maintenance cost is almost double the indicated profit.
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Morale?
Dec 11, 2015 14:17:26 GMT -5
Post by Cory Trese on Dec 11, 2015 14:17:26 GMT -5
Yeah, it makes much more sense the way it is displayed -- less math to do in your head, you get both values you need immediately with no adding or subtracting.
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Morale?
Jan 14, 2016 15:27:47 GMT -5
Post by jango1 on Jan 14, 2016 15:27:47 GMT -5
With morale, does surplus spice offset other causes of morale reduction. Ex: Say I have a planet that is over-developed: 11 installations on a Quality 10 planet. So there is a chance that I'll get a morale reduction each turn. Am I equally likely to lose morale if I provide 10 spice for my 10 population as if I provide 20 spice for my 10 population? Does the surplus have a 'bonus' effect that reduces the negative effect of running out of Quality? Likewise, is it possible a Housing surplus has a similar effect?
Or are they binary checkboxes, i.e. enough spice? (y/n), enough quality? (y/n), etc.
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Post by elwoodps on Jan 14, 2016 15:53:06 GMT -5
With morale, does surplus spice offset other causes of morale reduction. Ex: Say I have a planet that is over-developed: 11 installations on a Quality 10 planet. So there is a chance that I'll get a morale reduction each turn. Am I equally likely to lose morale if I provide 10 spice for my 10 population as if I provide 20 spice for my 10 population? Does the surplus have a 'bonus' effect that reduces the negative effect of running out of Quality? Likewise, is it possible a Housing surplus has a similar effect? Or are they binary checkboxes, i.e. enough spice? (y/n), enough quality? (y/n), etc. Hi jango1 TTBOMK there's no Morale benefit to having more than enough Spice or Hab units. Less than enough results in Morale penalties, but more than enough is the same as enough. Excess housing can make another significant difference though: It will keep the population growing rapidly, past the point where it would normally slow down. I won't quote figures (that might be wrong) off the top of my head, but this evening after I've had time to search out and reread the relevant threads, I'll post back here with specifics.
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Morale?
Jan 14, 2016 16:45:12 GMT -5
Post by jango1 on Jan 14, 2016 16:45:12 GMT -5
Excess housing can make another significant difference though: It will keep the population growing rapidly, past the point where it would normally slow down. I won't quote figures (that might be wrong) off the top of my head, but this evening after I've had time to search out and reread the relevant threads, I'll post back here with specifics. Thanks for the quick response! RE: housing, does this population growth increase you describe, also decrease population growth on other colonies? I read on the manual or forum that newly-founded colonies attract population faster than established core worlds. In gameplay, I get the impression--perhaps falsely--that each turn's population growth dice roll is applied empire-wide, or at least faction-wide, rather than a separate roll + modifiers for each colony. It seems like when a faction founds a new colony, it 'siphons' population growth away from the faction's core worlds, slowing and alleviating the core colonies' growth below what it was during the preceding turns. It's just a hunch but it seems like 'X' number of refugees arrive in a given turn for each faction, and they choose among the faction's colonies based on colony-specific modifiers. Like there is a 'transitive property of population growth.' Likewise, it seems like refugees have faction loyalties and aren't just like, 'yo dawg, nice empire, looks like Rychart is prospering, I guess I'll settle in a Rychart hab unit." Like the loser faction's population growth is just as strong as the other factions regardless of political entanglements. Could be totally all wrong, just a theory...
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Post by elwoodps on Jan 14, 2016 18:49:21 GMT -5
..... does this population growth increase you describe, also decrease population growth on other colonies? ... Maintaining excess housing capacity doesn't increase population growth; rather it forestalls a slowing of growth that would otherwise occur when a colony's population exceeds a certain multiple of the planet's Quality. Here's a link to the thread where I got this info from: Hab UnitsVery enlightening and way-worth the time it takes to read. The way I interpret it is that all colonies start out growing rapidly, in what Cory Trese at one point refers to as "max pop-mode". But a colony's population growth will "slow dramatically" once its population becomes greater than 1.5 times the planet's Quality, unless you maintain a cushion of two or more excess Hab Unit capacity. Hope this helps.
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Morale?
Jan 22, 2016 19:23:45 GMT -5
Post by Cory Trese on Jan 22, 2016 19:23:45 GMT -5
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Morale?
Jan 23, 2016 9:23:12 GMT -5
Post by tenbsmith on Jan 23, 2016 9:23:12 GMT -5
elwoodps is a ST4X game mechanics master. That "Hag Units" thread reminded me that not only can you manage decrease population growth on low quality systems by restricting the supply of hab units after pop reaches 1.5 x quality, but, at some later time, say after you unlock Hab3, you can accelerate pop growth by providing 2+ uninhabited Hab units.
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Post by Cory Trese on Jan 28, 2016 18:04:45 GMT -5
I'd definitely let elwoodps run my Star Traders Empire
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Morale?
Jan 28, 2016 22:20:05 GMT -5
via mobile
Post by Officer Genious on Jan 28, 2016 22:20:05 GMT -5
#elwoodpsfordictator2809!
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Morale?
Jan 28, 2016 22:28:39 GMT -5
Post by ntsheep on Jan 28, 2016 22:28:39 GMT -5
#elwoodpsfordictator2809! Do you plan on abdicating the throne my Queen? You're the only ruler I'll accept.
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