I am tired of colony capital placed in random locations. I keep seeing them show up next to a resource with adjacency bonuses, wasting / blocking the bonus, in a triangle of land I would rather build 3 factories or research labs in, or isolated so I can not build my Colonial Hospital next to it and my farm next to that. Incredibly annoying.
Suggestions:
A) Better AI placement (avoid adjacent to trade goods or resources, at least) will take coding time and annoy people who disagree with priorities.
Allow players to place upon colonization. Benefits humans at expense of AI. May require new interface screen, also option A to help AI compensate.
C) Allow us to rebuild / move unique buildings. Would be new functionality, but we could then move the colony capital, port of call, colonial hospital, ideology buildings, achievements and wonders. Would cost just as much as building in the first place, would not give upon completion bonus (Ideology buildings).
...
You want the capital to be surrounded by as many blank (bonus-less) tiles as possible.
Except that, as mentioned earlier, this is quite clearly a subobtimal choice of location for the colony capital except in cases where you'd only be building a small number of buildings which benefit one another in the area. Three mutually adjacent factories is 6 bonus levels; two factories adjacent to one another and to the the colony capital is merely 4 bonus levels. Two factories which are both adjacent to a third but not adjacent to one another is 4 bonus levels; the same configuration with the colony capital occupying the center slot is only two bonus levels, while the same configuration with the colony capital occupying one of the end tiles is three bonus levels. Why exactly do I want my colony capital adjacent to as many tiles as possible?
The only situation I see where it's beneficial for me to have as many tiles adjacent to the colony capital as possible is the situation where I'm building relatively few structures which benefit from being next to one another in an area, such as the earlier example of the class-7 world which had six tiles adjacent to a central tile. Under any other circumstance, the colony capital is just not worth having in the cluster; I can always improve the cluster by shifting the colony capital out of it and replacing it with a building that would benefit from the other structures in the cluster.
Depends on how they handled the adjacency bonuses that the colony capital would receive. Most structures give a level bonus related to the purpose of the structure; if this were true of colony capitals, I would tend to expect to see a bonus to population (it's a bit less complicated than giving +X% to manufacturing, wealth, and research output, and a bonus to maximum population is, to some degree, equivalent; a bonus to population growth would be similar in the early stages of colony development but would become less useful later in the colony's life). A model which, to me, would be more interesting would be if the bonuses a colony capital received from its levels was dependent upon the where the bonuses came from, but I don't think that's currently something which the game can do.
In theory, yes, putting a capital in the center of 6 adjacent tiles wastes some bonus, vs all 7 being occupied by a building of the same sort.
However, that's an extreme outlier. It also presumes that you build worlds of almost exclusively one building type. That used to be a good strategy in GC2, but it's much less of one in GC3, due to both the "bonus" tiles and the multiple adjacency bonuses of various buildings (many give bonuses to buildings NOT of their original type). Having a significant mix of building types turns out to be a very good idea on most worlds. Which means that the universal bonus type of the capital is extremely useful.
As a quick and dirty algorithm, what I outlined is by far a 90/10 solution, and pretty much better than anything else not exceedingly complicated.
Plus, it's also realistic. People would put their colony capital next to the a large amount of IMMEDIATELY useful terrain, not off by itself somewhere.
Agree - it would be cool to be able to place colony capitals manually.
Failing that, the game should at least apply some simple rules when placing the capital, rather than it being completely random (as it currently appears to be).
For a temporary fix, you could use my mod: https://forums.galciv3.com/463831/page/1 that lets you destroy your colony capital and place it wherever you like.
Thanks for this mod!!
+1 for the OP
There are many great features available to you once you register, including:
Sign in or Create Account