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Examples: In a game with total economy modifiers +50%, and a tax rate of 40%
?
PQ 15 at population 110 million gives an income of 4
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PQ 20 at population 110 million gives an income of 11
(lesson: grab the better planets first! The goal isn’t to try to colonize the most planets, the
goal is to control the very best planets.)
goal is to control the very best planets.)
?
PQ 20 at population 32 million gives an income of 12
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PQ 20 at population 1.41 billion gives an income of 25
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PQ 20 at population 2.14 billion gives an income of 34
(lesson: population growth is essential to long term large incomes - just watch the morale
impact)
impact)
Waste
There are mild reductions in revenue when the income is over 2 x PQ
There are more severe reductions when the income is over 4 x PQ
Survival
There are reductions in income for planets under PQ15, reflecting the difficulties of generating
taxable revenues in such a hostile environment. Under PQ 15, life support costs 5bc per month, and
under PQ 10, it costs 10x the government level (so a federation colonizing a class 4 planet would be
paying 5 + 10X4 per month = 45 per month).
Tip: Why would I want to colonize planets under PQ15? Several reasons:
(a) To extend your range or sensors for a long or short period
(b) Because you intend to improve the planet until its PQ is 15 or higher
(c) To exert additional influence.
(b) Because you intend to improve the planet until its PQ is 15 or higher
(c) To exert additional influence.
Does Morale Impact Income?
It is rumoured that morale affects income as well, but it is unclear whether that is only indirectly
through the number of tax payers, or whether there is a direct effect as well.
Graft
If your treasury exceeds 25,000 you start to take a slight graft penalty. There is a crime fighting
ability that can decrease graft but it’s very hard to improve that ability. But if you’re letting your
treasury build that high, there’s something wrong with your government anyway.
Production
Production can be thought of as the application of income to the three different areas: military
production, social production and research. The actual outputs (industrial units, represented by
shields in the planet display) produced in each category will be a factor of the income applied to that
category and the modifiers applying to it, potentially with some effect from waste at high levels.
"Free" IU
Planetary production bonuses (from a Manufacturing Center, for example) are actually provided as
2/3 needing funding and 1/3 being free. So if a planet would have had 90bc/t going toward social
production, and was getting a 20% boost from a Manufacturing Center (ie an extra 18 IU), now the
planet will produce 108 IU at a cost of 102 bc/t - 1/3 of the extra IU are free, and do not require
2/3 needing funding and 1/3 being free. So if a planet would have had 90bc/t going toward social
production, and was getting a 20% boost from a Manufacturing Center (ie an extra 18 IU), now the
planet will produce 108 IU at a cost of 102 bc/t - 1/3 of the extra IU are free, and do not require