Yor in ToA

Am I missing something with these guys? I've been trying to figure out how to play with them and I just can't figure it out. My morale is always dropping like a rock, causing people to leave, which then lowers my income, and low income means I can't support ships. I do put one of those morale, one a planet improvements on them but morale just goes *BOOOM* and dead. We're talking within the first 20-30 turns this is happening in. Any suggestions or should I just stick with races I understand? >.>
38,208 views 26 replies
Reply #1 Top
What is your morale level at the start of the game, do you raise taxes? (Makes moral go down) Do you over populate your worlds?
Reply #2 Top
The Yor as far as I could tell have the best building in ToA, Charging Stalks.
That in combination with the maintenace grid will keep your moral/population in check.

So you don't get to tax alot (no 80% tax for you!) but your massive amount of population will make up for the loss of tax

As far as I've found out
Reply #3 Top
TA (in general) had a hefty change in the way you must manage you money. It's not always possible now to keep your spending at 100% nor is it akways viable to build improvements right away on your newly discovered worlds during the colony rush.

That said, now we go to the Yor.
-If you hurry up and get their passive econ techs early, that will help you out tons.
-Don't necessarily fill your worlds up with buildings, maintenance/running costs will hurt you dearly due to the lack of spamming econ buildings themselves.
-If tech trading is on, buy econ building techs, if it's not, invade to steal (if tech stealing is on) and hope for an econ tech.

Sadly, beyond that I don't have much to say. During the beta I probably used them, 2 or 3 times just to get a run of them and see what their dillo was.
Reply #4 Top
I did do the economic techs early. 4% taxes. 6 population on all planets other than the capital planet. Guess the only thing I'd be able to adjust from there is not constructing buildings right away. Thanks for the responses.
Reply #5 Top
Charging Stalks


This.

I played Yor a few times myself during the beta. I find that the econ techs bundled along with charging stalks will stabilize your economy. Also, don't neglect trade. Its pretty nice to have early on with the "new economy."

Reply #6 Top
As stated above, the Yor can't spam economic buildings. They only get 2 buildings that provide an economic bonus, their efficiency centers, and recuiting centers. The efficiency techs provide an equal economic bonus to what you could get best type of government combined with the bonuses for researching the economic techs (+45% economics total).

This places a big enough handicap on their economy that, if you are playing the Yor, you may wish to consider leaving your planets with unused tiles, and never research any techs that improves your structures (except maybe charging stalks). The reason being is, most advanced forms of structures are only good for reducing space, not exspenses. The cost of maintiance increases with the total output. If you want better industry, stick to more collectives instead. If you want better research, look for structures that gives a better research output to maintaince ratio.

That stated, you should note that many of the structure that the Yor do get have either have less maintaince that most of the other civs structures, or have a better maintaince to output ratio.

Last I checked, the Yor collective has 1 point of maintaince with a 5 industrial output, while the Terran traditional factory had a maintaince of 3, and an output of 4. Comparing a collective to an industrial sector, which has a maintaince of 10, and an output of 12, you are clearly better off sticking to 2-3 collectives since "saving space for more structures" isn't your objective.

Using a 'Virtual Reality Center' (maintaince 7, morale 40) with an 'Intensive Farming' (maintaince 1, food 6) is more expensive than using 2 'Advanced Charging Stalks' (maintaince 2, morale 20, food 3). Using 2 charging stalks saves you 4 points of maintaince (which is a big deal to an economy inept civ).

________________
I could post more, but then I might as well consider writing a strategy guide (something I might consider). It'll do you good to go investigate other structures and other economic tricks yourself. I recommend checking into research structures next.
Reply #7 Top
What about tax rate, morale, and population growth? Do you go for 100% approval early and burn through cash, or do you burn more slowly and live with less population? I'm trying Yor on an Immense galaxy, which obviously makes (some) difference.
Reply #8 Top
Hey thanks for the responses. I just put 100% production and kept them just barely at or a little above 70% happiness for a long time and kept keeping it at 70% until I was exhausted of funds.

Everything you all mentioned were things I was doing. Except for leaving spaces open. I always want to push planets for everything they're worth. I'll give the Yor another go without cramming planets up though and see how that works.
Reply #9 Top
to get a run of them and see what their dillo was.


Boy did I read THAT wrong the first time through...
Reply #10 Top
to get a run of them and see what their dillo was.
Boy did I read THAT wrong the first time through...


/snort

Now that I look at it, A) I know what you mean and B) I meant to type 'dillio'
Reply #11 Top
to get a run of them and see what their dillo was.


Boy did I read THAT wrong the first time through...


Me too...
Reply #13 Top
< MUuuust ... remain ... silent >
Reply #14 Top
I'm using the Yor on an Immense galaxy and seemed to have hit a good balance the first time through. I started by building no ships, not even colonizers while I took the time to setup some research and production infrastructure on my initial two worlds. Once that was done I switched to 50/0/50 and started building colonizers/surveyors. When I colonize a new world I set focus to social and build a recruiting center(takes 5 turns), then leave the planet to grow for a bit. As econ allows I start slowly building up some of the planets that have been "waiting". Right now, I'm colonizing full steam(out doing the AI by quite a bit) with 4200BC in the bank and making over 200bc/turn at 70% approval and 100%Prod. It is Oct 2228, I believe in the game. I haven't had much anomoly help either. I'll refine this as I play more to get it even more efficient, but I think it's a good start.
Reply #15 Top
What are the morale/population growth breakpoints?
Reply #16 Top
Hi!
I just put 100% production and kept them just barely at or a little above 70% happiness for a long time and kept keeping it at 70% until I was exhausted of funds.

Why 70%? AFAIK pop growth didn't change for TA. So there's no difference in pop growth if approval is 74% or 41%. At 41%+ you just make significantly more money off them.

What are the morale/population growth breakpoints?

* 100% approval doubles growth on a planet,
* 99%-75% approval gives 25% bonus to growth,
* 74%-41% normal growth,
* 40%-21% no growth,
* 20% and below, 10% pop migrates away each turn.

For more info check wiki: Population.

BR, Iztok
Reply #17 Top
Thanks!
Reply #18 Top
Thnx for the ideas. I too have been playing Yor, only one that I took interest in. And I have been not building anything at first, only a moral building, and recruitment center. Later I stick research matrix. Basically I grow all the colonies slowly at the same pace.

As for someone who mentioned 50/0/50, I use 1/49/50. Wouldn't that work better for you than focusing social?
Reply #19 Top
As for someone who mentioned 50/0/50, I use 1/49/50. Wouldn't that work better for you than focusing social?


The only thing I was using the social for at the time was getting the recruiting centers of the ground other wise I am only using mil. to get colonizers/constructors out and research. Once enough planets are building social then I adjusst the sliders for that, but during colony rush I initially just want research and mil. for a good while. It may not be the most efficient way to get up to speed , but it has worked pretty well for me so far. And the focus to social is only for five turns per planet till the Rec. Ctr. is online.

Reply #20 Top
The only thing I was using the social for at the time was getting the recruiting centers of the ground other wise I am only using mil. to get colonizers/constructors out and research. Once enough planets are building social then I adjusst the sliders for that, but during colony rush I initially just want research and mil. for a good while. It may not be the most efficient way to get up to speed , but it has worked pretty well for me so far. And the focus to social is only for five turns per planet till the Rec. Ctr. is online.


Since unused social points are transferred 1:1 to military if there is no social project, you can stick to 1/49/50 all the time.
Reply #21 Top
ahh ok. I'll have to try that. I'm not a numbers person so I usually just play it by what would seem logical. Which I should know by now to throw logic out the window when dealing with the sliders/production/focus connection :) .
Reply #22 Top
Yes, the spillover from social into military is the only thing that makes the slider business bearable for me.
Reply #23 Top
Am I missing something with these guys? I've been trying to figure out how to play with them and I just can't figure it out. My morale is always dropping like a rock, causing people to leave, which then lowers my income, and low income means I can't support ships. I do put one of those morale, one a planet improvements on them but morale just goes *BOOOM* and dead. We're talking within the first 20-30 turns this is happening in. Any suggestions or should I just stick with races I understand? >.>


I'm fairly new, so I can't really answer this question, but I highlighted the things I don't think anyone is addressing.

There was a lot of good economy advice here in general, but I didn't see anyone say they have had the "BOOM" also. I had it just last night, playing Yor on a huge galaxy with 3 good/neutral civilizations.

I could not figure it out at all. I have played Yor several times and have never had this happen. Early in the game my approval just JUMPED to 100%, and I don't know what I did. I was taxing the hell out of people, and it just stayed stellar.

Then, something happened. I don't know what it was. ...probably around 30 turns in, and my approval just floored. Of course, by that time, I had expanded like gangbusters. I had built a ton of buildings. Now, I am looking at an economy where I have 100% taxes, 1% approval, and some minumal productions with like 80% spending.

Okay, so I assume I am now screwed on this game, but I really want to know what bonus I got early that had me believing I could colonize half the galaxy. I did everything as I normally would, except to take advantage of that bizarre bump in approval. BTW, I don't have ToA, just vanilla GCII Dread Lords.

I have to one day figure out what that weird bonus was.

EDIT: Not that anyone cares anymore, but I did restart my game with Yor on a Huge galaxy. Yes, this time I got the exact same economic bonus as I did before, but this time I had my eyes open. Apparently, when your economy is dominant in the galaxy, you get a message like, "Economic interest in your civilization has grown throughout the galaxy. As a result, you will be getting numerous foreign investors and will receive a big economic bonus."

I got the bonus about 30-40 turns in this time. it took my -19 bc/turn economy into a +619 bc/turn economy in one turn, no sliders. This time I am watching out though. Last time I didn't realize it was a temporary bonus, and I used to it expand the hell out of my civ. Then, when it was gone, I was completely hosed and had to start over.

The question is, "What do I do with this bonus considering I know it's going to go away?" The obvious thing is to just take the money and not change your production scheme or sliders. ...I don't see how you can use it for production or population expansion. If you do, you will absolutely tank because of all the maintainance costs and unhappy people when you lost the bonus. It's a really really backhanded bonus, I say. You really just have to take minimal advantage of it, or just bank the money. Otherwise, you are sunk when it goes away.
Reply #24 Top
When you cash in bigtime, keep it in your bank for the more problematic mega events you'll hit in to. From time to time i have 30k in my treasury. So I can take hits of -300 credits per turn, due to a large spy attack. Or upgrading vessles to bully back a bulleing race!

But the last time i played the Yor. The MMC was still evil and did the 100% econ bonus.
How much I miss it already. Maybe I'll find someway to integrate it back in to the Yor techtree and making it fit storywise :)
Reply #25 Top
Hi!
i have 30k in my treasury

Don't. Always try to have less than 20k, or you 'll lose about 20% of your econ bonus. That's the hidden "penality" when your treasury goes over 20k.

BR, Iztok
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