One "entertainmet" per each farm,100%,and initial.

The value of a huge, happy population.


For each initial colony " base", farm, and 100% food bonus you should build one entertainment building.

Your homeworld's capital produces twice as much food so build two entertainment buildings for it. This will seem like many tiles being used but a huge, happy population per planet equals huge amounts of cash,influence,security from "light" invasions,soldiers for transports, and colonists for colony ships or transports.

You can ferry population between you're planets.If a planet is at maximum population then launch a tranport or colony ship and ferry them to a developing planet; and then send it back to get more colonists.When you launch it from the developing planet set the number of passengers to "1" (one million), 0 will not work.

-Wade
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Reply #1 Top
A 1:1 ratio of entertainment per basic farm is wayyyyy too high.

Rather than base the need for morale building on # of farms, base it on need. Build them only if you need them. This can vary considerably, depending on Morale resources, your Tax level, your basic race characteristics, etc.

I never build them until my approval is dropping really low - they are quick builds and cheap to buy. If I don't have a spare tile, I'll upgrade another building that is not as useful in the current situation, maybe an embassy or Lab. Stock markets also help as the give a small morale bonus.

Transport strategy is a good one. I always keep a few colony ships around for this reason, as they don't have any maintenence cost; transports do.
Reply #2 Top

Nice tips Statesman Agree wholeheartedly.
Reply #3 Top
I never build them until my approval is dropping really low


I agree with this.What I stated though is a generalization, a guide for how many to build;but save space for when you'll need them. The plan of upgrading a previos building works too.
Check some of your well developed planets. You'll probably find this 1 to 1 ratio.

-Wade
Reply #4 Top
No, personally I very rarely have more than one morale building. Two at the very most.

Approval caps at around 24 Billion (or somewhere in the upper mid 20's, not sure of the exact figure - I beleive it may be on the Wiki)) , and no further pop increase affects it.

But so far, I have not had a lot of really high pop planets - I use my high PQ's for factories, labs, and soldiers. Especially in Beta 1.1 where pop growth is extremely nerfed compared to 1.0. It's a whole new ball game.

BTW, I like to solve any morale problem the old fashioned way - give the malcontents a laser rifle and a helmet and sick 'em on the Aliens...lol.

Saving spaces seems a waste to me - I'd rather use the tile for something until I need it for an imporvement relevent to the game situation I'm in at the time. The ability to upgrade improvements at a reduced cost to other dissimilair imporvements is a really neat strategic feature that allows a player to constantly adopt to the changing galaxy. This concept took a while to sink in for me.
Reply #5 Top
You'll probably find this 1 to 1 ratio.


Depends on your tax rate. Around 30 or so its like 1.5morale-1farm to keep it at 100 I think. Just depends like Oldstatesman said, at what total morale you want I guess.
Reply #6 Top
Saving spaces seems a waste to me - I'd rather use the tile for something until I need it for an imporvement relevent to the game situation I'm in at the time.


OK; but do you fill every tile with a plan after colonization or do you leave some blank for later;like I do?

-Wade
Reply #7 Top
its like 1.5morale-1farm to keep it at 100 I think.


Yeah; It'll vary. After early game the 100% morale is not neaded as much as maximizing tax gains.

-Wade
Reply #8 Top
I tend to do 1:1 in terms of tiles, but I typically have my entertainment buildings 1-2 levels above my farming buildings in terms of reserach. With a high tax rate, it's all I can do to keep high morale. Functionally speaking, that means I don't usually progress beyond Xeno Farming.

I can't say that this is an optimal strategy but it works pretty well for me. Saves tiles, gives high morale and allows populations that range from decent to wowzers.
Reply #9 Top
@Wade -

I never leave a square empty - they are too precious.

I put them to use with something I know I can spare later for a more important building.

For example. I may build an extra Lab on planet A to get a few more research points, but planning that I'll upgrade it to a Stock Market when planet A will need more economy, morale and influence bonuses later on in the game to help offset it's increased costs - and by then I will have a tech capitol on another specialized research world so the lab on planet A is not really contributing much to my overall reserch anymore and is therefore obsolete.

I do make general plans for planets, but since the game allows me to upgrade most improvements, it is always a flexible plan. No plan survives it's brush with actuality intact.
Reply #10 Top
I never leave a square empty - they are too precious


Yes; I know. What I mean is that later I add more plans. Only one plan at a time is built...

-Wade
Reply #11 Top
Does anyone know the rate of population growth?

Specifically, does it increase linearly, or does population growth slow down as it approaches the maximum limit?
Reply #12 Top
Specifically, does it increase linearly, or does population growth slow down as it approaches the maximum limit?


I haven't heared of that information.I have read that in the beta version it's been reduced to some thing like 200,000 per turn.I don't pay much attention to that aspect when playing.

-Wade
Reply #13 Top
What I do is add 4-5 things into the queue at a time, and when they finish I revisit the planet and add 2-3 ect depending on current conditions. This way you can feedback how things are working out and keep adjusting, without too much micro-manaagement.

Don't get too caught up with what worked last game. The game is a lot more fun if you adjust depending on your abilities, situation, resources, and race.

I personally like good pop growth early, but don't spend points on morale. So generally I quick build a factory then setup for an entertainment, then a lab or 2, then a market or 2, then a starport. (if the world has good production, i generally go factory/factory, starport...)
Reply #14 Top
I would bet that you have "auto-upgrade buildings" deselected. I would not be happy if that basic lab for sale was half way to an invention matrix. So much for changing that one to a market. I think I am going to turn it off next game.
Reply #15 Top
Nice tip. There was someone else that didn't use entertainment centers much, he used 3 stockmarkets per farm. A good tip for economy planets.