Hi,
is it somehow possible to build the latest improvement without getting allthe other versions of a building first?
Especially for very specialized planets it takes forever to buildthe necessary infrastructure.
Or maybe building the base version and upgrading it to the highest level?
Thanks
The only way to speed that up is to rush-build the steps along the way.
If a planet is already developed enough that improvements are down to 1 turn each, you just have to be patient.
Yea sometimes the progress is very slow..... even when everything gets built 1 per turn.
In every single game i have ever played, my main science worlds will not have finished developing even when i have already finished researching all the useful techs!!!!!!!! Then i'm like "don't bother any more stupid, too slow, now start building manufacturing"
Its because there are too many tiers of tech structure..... population increases and star bases are the main science arse kickers. A starbase is far superior because you can add multiple science modules in one turn..... this is exactly what a planet can never do.
I see your point in late game; except my planets are upgraded considering the are smaller than two. But for most of the game gaining extra manufacturing by going through all the stages, which usually cost multiple turns, and are usually the same amount of turns. But if you are not into maximising game play while cutting down on micromanagement in good ways I kind of see your point. In actuality you lose out on production your way. Maybe this could be a global, not a local option.
Isn't the whole point to prevent you from creating instant super worlds? To impose some pacing? Otherwise, they would let you rush buy 12 improvements at once or something. With all the bonuses instantly available, the economy already booms in growth as you add planets in late game. This would insanely aggravate that trend.
If we are talking about upgrading each level of improvement that wasn't to keep you from having super worlds of what I remember from the beginnings of this idea it was to . you from wasting production.
Now if you are talking about teraforming everything. I would think it is because the Ai doesn't handle it well. The Ai could handle this better with a comparison, and a loop class added, but the usual Ai programming doesn't take advantage of the Ai language structure, but it is more systematical. I guess the logic of super planets plays a part here.
Pacing? well what i am learning is that planetary science structures are not relevant to the game pace..... I recently discovered that i can very easily play the game without bothering with planetary science structures at all!!! i did not even realize i was doing that actually... half way through the game i suddenly realized i have almost no science structures, and frankly i could not notice any difference from previous games where i had them!!! Too slow, too useless.
I put my game setting science rate on very slow...... i wish i could set it vastly slower than that to be honest! Then science structures might become more relevant?
I also place my science on very slow.
In Galciv2 you really had to have some good science worlds, and you could really feel the difference that a good science world is making..... but not Galciv3, science seems to surge forward regardless if you have good science worlds or not.
My new strategy is not to research science technology for planetary improvements, but for starbases! In one turn i can build a starbase and throw 10 science modules on it IN ONE TURN, what use have i for planetary science improvements that can only be built one per turn??? ppppfffft, useless.
Agreed that research is too easy to build up. I hope they are finding ways to limit that. I am also hearing an interesting argument to make Starbases consume one constructor point per turn until they are used up, so as to keep consistent. 10 constructor modules at once is indeed out of pace with the rest of the game.
Pacing in this context is not about the game pacing controls (which definitely don't control the research escalation!), but the idea that things happen over time, such as one-per-turn limits in places, or asteroid mines taking 3 turns to complete, etc. Galciv seems to be about processes and cumulative events more than quick changes. There are exceptions, things that can improve the entire empire dramatically and immediately, (Supportive Population can transform my struggling early empires.), but keeping them rare makes them feel like accomplishments.
Different people and teams have differing approaches to game design. I would put lots more limits and challenges in than Stardock does, myself, but that is why they don't hire me to design games, isn't it?
Thank you very much for your answers,
seems like I have to accept the one building per turn limitation. I had the impression that in GC 2 youcould build the latest improvement without previous buildings. If you wanted older versions (cheaper) youhad to specifically select them.
But for constructors it is a different story. You can easily improve the manufacturing, research and income of a planet with several starbases fully developed in one turn gaining several 100% + on bonuses. It's tedious but this allows a rapid growth.
One can also build several mining bases at once assigned to one planet.
Also starships don't have to be constructed in several steps.
You could in galciv2 skip the previous upgrades it required more micromanagement if wanted to be the most efficient.
Spot on!
Regarding starbases consuming one module per turn..... I suppose that would work well in conjunction with the new system where starbases call their own constructors.... that would also serve to level the playing field with the AI on starbases as well. I guess you could do it right now yourself simply by refusing to touch the constructor module and just use default constructor vessels. But honestly, who can resist that temptation? Not me! lol
Indeed. I think this point applies to Precursor Relics as well. Early in a game, 5 or 10 percent boosts to morale, research, or income can make a big difference. Even in later games, I can get a real sense of a Big Thing Happening when I roll out a new precursor research tech to existing starbases.
I'd much rather see the AIs get with the starbase program than to have them nerfed more. Getting the logistics together to pile ten (or twenty!) constructor modules on a single spot is not the same as simply throwing around BC to rush-build a super planet. This would be even 'more true' if they would let us spend constructors to add HP to a base.
But then I'm in some weird fringe group (possibly 1-member strong) and want to see an expansion that supports an entirely space-based culture and tech paths for those spawned in gravity wells to grow up and out of that soupy old star system scene. Massive constructor investment should enable the creation of planet-analogs that hold large populations and improvements to their production, health, et cetera. But I digress with an old saw...
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