Extra population versus Extra economy buildings


Sorry if this has been discussed before but I haven't visited these forums for about a year. So far I'm loving DA and it's really got me back into this game. One thing I'm coming to realise is that having more than 1 farm on a planet seems to require such a ridiculous number of entertainment buildings to keep the population happy that it doesn't seem like it's worth it. Is it better just to stop at one farm and use the rest of the space for economy buildings? assuming you're not going to be using the population for other reasons (invading, influence etc)
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Reply #1 Top
I'm interested in this too and was going to start a thread about "How do you build a money world?"

I usually shoot for a decent sized PQ world with 12-19B population - whatever I can get away with without using any +morale buildings. I'll usually have 2 factory buildings and a powerplant at first, to get everything built, then eventually replace even those with stock markets. I'll have 1 farm minimum - sometimes 2 - if it won't put the population over 19B. All other tiles get stock markets.

A lot of times I can't have pure money worlds right away - I often start with more balanced worlds then specialize them over time depending on how the colony rush and early conquests go. So, the 2fact+pplant often do a lot more work than simply build/upgrade money structures - until the final money world layout is hit, at least.

Are any other buildings you might put on a money world, or other ways of designing them?

Influence can help with tourism income - but I don't know if it's worth having a +influence building over a stock market.

I've seen some who say not to go above 12B pop, but I don't usually have a problem with approval, even with no +morale buildings, because I'll usually have a few morale boosting wonders, probably +morale racial, and my production/research planets are going to usually be at 6B - 12B with high morale (good to fill troop transports from somewhere other than money worlds). According to the wiki on taxes, morale/loyalty have nothing to do with tax income, so the only real consideration would seem to be keeping approval level under control empire-wide. More population does provide more taxes - but dunno if the benefit is that huge over 12B pop.
Reply #2 Top
If it's just money, I would say stock exchanges would be better. Due to the diminishing returns (due to teh amount needed to keep them happy), I would say maybe one farm, but then go with exchanges. This will allow an easier time when you go for Federation, which brings a hefty bonus with it.

If you poke around, ther eused to be a few threads about maximizing your money making. However, these applied to DL, and may not work as effectivly now. IIRC, Mumblefratz had a really good system worked out.
Reply #3 Top
I usually build 2 farms and two morale buildings for economy and influence worlds. production and science worlds get none!

1 farm is the maximum economic efficiency, and i should probably stick to that except where bonus tiles are involved.
Reply #4 Top
At most I would build 2 advanced farms, that would put the max population at 20B. With 3 Morale mining starbases and a few moral increasing Trade Goods I can typically keep my population prety have at an approval rating of at least 90% with 2 Virtual Reaility Centers. That's with a tax of 40%.

The rest of the tiles will be filled with Stock Exchanges expcet for 3 which will have Industrial Sectors.
Reply #5 Top
Yeah I've been experimenting a bit over the last day with a +70% pop grown and maxing out all the morale bonuses, having an economic capital with 2 farms still needs 4+ entertainment buildings to keep them happy when it hits max pop, On big worlds though (16+) I think it's worth it because you can still put in 6-8 stock markets and make a killing.
Reply #6 Top
Hi!
At most I would build 2 advanced farms, that would put the max population at 20B. With 3 Morale mining starbases and a few moral increasing Trade Goods I can typically keep my population prety have at an approval rating of at least 90% with 2 Virtual Reaility Centers. That's with a tax of 40%.

Now try this: replace one farm and one VRC with Stock Markets, increase taxes to 79% and check approval and income from that planet again. IMO you'll be amazed.

BTW I'm testing that issue, and am almost finished. Will post findings in the evening.

BR, Iztok

Reply #7 Top
When my population starts to hit 20B, that tells me it's about time to send in a cruise ship and whisk some of them away.
Reply #8 Top
Now try this: replace one farm and one VRC with Stock Markets, increase taxes to 79% and check approval and income from that planet again. IMO you'll be amazed.


Ouch! i would hate to think how much income your going to be forced to loose when you have to turn down taxation once you start taking AI worlds!
Reply #9 Top
Ouch! i would hate to think how much income your going to be forced to loose when you have to turn down taxation once you start taking AI worlds!


Depends how you treat those worlds (amongst many other factors, I'm sure).

AI worlds usually have a starport - if you use up the production already tied up in it then remove it, that saves some bc.

If you remove all unnecessary structures (usually any +moreale, +influence, OFM, defense) that saves some bc.

If you halt upgrading of structures, that saves bc (often you already have all the research and production you need, so upgrading those types of structures is pointless). You might let factory type buildings upgrade if there's a lot of building or refitting to be done. But you might also move those down the queue and build some stock markets ahead of them so the world can pay for itself quickly.

It also helps if you put some people on a newly conquered world so it has some taxpayers and repopulates faster. The biggest reason conquested planets generate no money and crush your econ is lack of people to pay taxes. I'll usually dump and extra 1b on after an invasion.

Then you start adding stock markets or replacing other structures with stock markets.

And you have a new money world to pay for your core and warships that doesn't ever really cost you much or costs nothing.

You probably won't always convert a newly acquired world to a money world but unless you have a definite plan for it as a research or production world, then it's probably a good idea and it'll help keep your "expansion costs" under control.

I haven't played on anything bigger than large maps so far though (PC could handle it, but dunno if I could!). I'm not sure I'd enjoy the micromanagement involved with a 300-500 planet empire.
Reply #10 Top
Depends how you treat those worlds (amongst many other factors, I'm sure).


Yor not really talking about my post - i was talking about high taxation being a problem for newly conquored worlds since they would be unhappy and not grow in population. This would force the player to turn down taxation and loose all that income from his happy worlds
Reply #11 Top
This would force the player to turn down taxation and loose all that income from his happy worlds


How does it *force* you? Just leave them unhappy whilst you get a few entertainment buildings down.
Reply #12 Top
How does it *force* you? Just leave them unhappy whilst you get a few entertainment buildings down.


You could do that of course, but usually you would want the population to be increasing ASAP.
Reply #13 Top

Depends how you treat those worlds (amongst many other factors, I'm sure).


Yor not really talking about my post - i was talking about high taxation being a problem for newly conquored worlds since they would be unhappy and not grow in population. This would force the player to turn down taxation and loose all that income from his happy worlds



This has never happened to me. I usually set my taxes at either 59% or 69% and can't say I've ever seen a newly conquered world unhappy, the unhappy worlds are always the big pop worlds. Regardless even if they were unhappy I'd still rather let them stay unhappy until an entertainment building goes up than pull taxes down and screw the rest of my economy.





Reply #14 Top
Hi!
i was talking about high taxation being a problem for newly conquored worlds since they would be unhappy and not grow in population.

That doesn't happen in this environment: "milking" 3 morale resource and using a half of morale "wonders" results in big morale ability - I'm talking about 100+ here. On those small-pop planets I usually don't need ANY of morale buildings to have them at 100% approval until they grow quite far over 6B pop, all that with taxes set over 70%.

BR, Iztok

Reply #15 Top
Agreed. With all the global morale bonuses, I almost never build entertainment centers except on bonus squares. The AI actually builds more of them than I do. I almost never have anything but 100% morale on newly-conquered planets. I'm even frequently upgrading the entertainment centers on those new planets to factories.
Reply #16 Top
That doesn't happen in this environment: "milking" 3 morale resource and using a half of morale "wonders" results in big morale ability - I'm talking about 100+ here. On those small-pop planets I usually don't need ANY of morale buildings to have them at 100% approval until they grow quite far over 6B pop, all that with taxes set over 70%.


Admitedly i have never tried that, i just asumed morale would be a problem... as it was in galciv1!