Heya!
I've got now about 180 hours of playtime with GC3 and tried many different strategies. First diplomatic, then influental and after that economic. But from all things I tried full manufacturing was by far the most powerful playstyle in any terms.
I mean.. You need some science? Use da hammers!
Influence? - Produce the heck out of it!
What about money? - Stop! Hammer time!
I looove this game! - But I'm not sure if this is.. uhm.. balanced? Especially the influence-production-increase is by far too strong in my opinion. I mean.. it's quite cool to gain an influental victory after just 25 turns starting the cultural festival but this just makes things too easy I think.
Anyone got the same impression?
So far o/
It is purposly un balanced.
This way not only changing on what mode you play but also what style.
For instance to win influence as the YOR on small to med map will not be the same challenge as influence win by Altarians on insane map.
Oh right, I forgot this is why they changed to population to production diminishing returns. So this is back now?
Love it! I am going to fire up a new game tonight!
What turn is this? 180 pop? Everything can be nuts given enough time.
It's obviously late game, but the premise can be used much earlier. Auto-upgrade per planet can be turned off so the hammers can be focused early on. Then, you can switch to upgrading as you gain the beakers or cash. I like the idea!
And your first +1 of hopefully many Karmas to the op.
Someone explain this to me in simple terms.
What I am seeing is if you grow massive population and build all factories, you can convert the production to anything by using the slider and the projects.
If this is correct, I guess I get it but the numbers are hard to comprehend...wow just wow. I don't understand how population gives you multipliers like that.
Thin atmosphere worlds are better for this sort of thing because population is king when it comes to big numbers and they give you an innate +50% food bonus to stack with everything else. Also that layout isn't quite optimal. If you are going to stack your capital and the Singularity Power Plant with Death Furnaces you need to surround the Death Furnaces with those. Death Furnaces is the star of the show here and needs to be the highest level building on the planet for the massively, gigantically, overpowered boost it provides in this kind of setup.
A level 19 Death Furnaces provides a 240% boost to raw production which is derived from your population. Under the tooltip for it is just another factory.
Our base total unmodified raw production is 281.9. Add in over 500% in boosts to reach the final number.
With research subsidies:
With econ subsidies:
Given the buildings on the planet this will be a late game planet (or a test world using the unlock commmand) just due to the building unlocks in the tech tree. Here's the catch with population on a world like this: with such a massive production setup you can run 100% social manufacturing and birthing subsidies to increase your population by 10+ billion per turn and fill the planet up super fast. You can then build massive ships to transport tons of people away every turn and use this one world to super populate your entire empire.
Population gives raw production. Your total raw production is divided based on your govern wheel setting and then modified accordingly based on planetary improvements, starbases, tech bonus, etc. Looking at the tooltips posted you can see the base numbers which then get modified by the percentage boosts to reach the final numbers.
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