Hi,
I started playing GalCiv 3 from last night and I notice that it take ages to upgrade structure. I just have to sit and press next turn. Am I doing something wrong or you have the same problem?
Thanks.
It may also be the game settings. Certain game settings will make buildings take longer to build. Also, you can pay credits to rush build in a single turn. This can help get a factory or two running and help with build time.
Well, I am afraid I am not aware of any game setting which speed up construction. Now, I have to wait 60 turns to upgrade Xeon Factory or pay +4000 which is out of my budget.
If there is such a thing, it's in the universe definitions before you start a new game.
No.
Population is where your base production comes from! Production is a snowball effect. Try to specialize planets, you can also settle citizens on planets to boost manufacturing, or build starbases to boost wealth/research/production!
Needn't be (imo).
I found it. It is in Galaxy settings, then custom gameplay, then game pacing.
If you're playing at default settings it's more of an issue with how you're playing the game, not balance. Without any specifics, like screenshots, can't really help you out other than to say that how you manage your raw production and planets is key to getting those numbers down to more manageable levels.
I build in homebase only factories. On other system, 2 factories and the rest building structures depending on my aim whether it is wealth or science system.
I recommend increasing factories from 2 to 4. Asteroid mine whenever possible. Remember you start out with hubs not factories. Also your best hub is a city. Putting deep core mine next to the elevator makes a difference. Put your factories, and other hubs around hubs.
You say you are building "only factories". My first building is a space elevator. It gets a flat amount of construction. Surrounding it with factories then gives you multipliers on that flat bonus. You will need that flat bonus while your population and asteroids are still coming up. The space elevator is a "hub" building, one that has a base value and then gets more flat bonus with each adjacent improvement of the same type, then the other buildings add their multipliers. The other hubs will allow you to build up other needed types of production and output on specialized planets.
I think everyone posting here may have missed your root problem.
You should generally avoid upgrading until all of your available tiles are filled. Auto-upgrade is enabled by default. You have to (tediously) click the govern button on your colony screen to enter the window where it can be clicked and disabled. This has to be done for each colony separately. There is no known way to globally disable it.
Try this and fill out your planet more before switching to upgrades and you should find their build times
more manageable.
If you already knew this and it was not the problem, sorry for wasting your time.
Yes, I always build structure to capacity of my system before upgrading. The problem is that upgrading take much time making it completely useless, basically I can finish the game before the upgrade is done.
Not just postpone upgrades--but an awful lot of upgrades you're better off never doing at all. The math just doesn't compute.
I haven't crunched the numbers, but upgrade time hasn't been an issue for me. If I need to bump things up when it does become a problem, I simply rush buy.
Rush buy just work in starting of the game. Upgrades are so expensive.
Why even use factories and labs at all? To win, all you need are farms, cities, and stadiums. Grow your population and win. Factories/labs are never worth it. Never. The capital buildings (mfg cap/research cap/financial cap) are good, but the base improvement buildings are just never worth it. To get a planet up and running, space elevators can be worth it, at least temporarily.
Well, I don't rush buy everything, but by mid to late game I usually have plenty of money to speed up key infrastructure. Also, I don't fill up most planets with factories. For those not specialising in manufacturing, it's usually not necessary to have more than one or two on top of something like the deepcore mine.
Well, I have never tried that and I don't quite agree with you since Xeon factory for example gives 30% production so you can take the advantage of two factories in each system which is at least 60% plus production only for two tiles. Each city requires two farm and one entertainment center to grant a population of 4. That almost add 100% to your production. With four tiles you can have four Xeon factory which gives you at least 120% extra production so to me factories are interesting option if upgrading was not so expensive ( this means that the game is unbalanced, there is no need for factory).
Now I am playing a game and the game is in mid phase. Each Xeon factory cost around 5000+ to upgrade and I can make less than 100 each turn which means that I have to wait 50 turn to upgrade one factory! Things were more balanced in GC II.
Secondly:I don't know how you derive the 30% per xeno factory. That would require a level 9 adjacency, which is not common or easy to achieve. 20% would imply level 5 which seems more realistic to me.
Lastly:screw morale improvements. Get every global bonus you can get, but the area between 30% and 60% approval doesn't hurt production nearly enough to matter.
Firstly:The city gives you 100% production. The factory gives you manufacturing. Production also counts towards research and wealth, so in your comparison you should consider it like 200% vs 120%.Secondly:I don't know how you derive the 30% per xeno factory. That would require a level 9 adjacency, which is not common or easy to achieve. 20% would imply level 5 which seems more realistic to me.Lastly:screw morale improvements. Get every global bonus you can get, but the area between 30% and 60% approval doesn't hurt production nearly enough to matter.
I see. So the game is really unbalanced since you don't need factory, research center and marketplace!
Put up a screen shot of what you're doing, because this has not been something I have ever had trouble with. 50 turns just to get a second level factory out? You're doing something wrong.
What version of the game you're playing? Is it base game, or with the Crusade expansion? In either case I could get significant boosts by building out my population to high levels using any number of combinations of morale improvements,, ideology and research.
As I said earlier, I'd love to help you out but I need more detail and less complaining about the game being unbalanced.
I have no idea where you're getting this math. First of all, forget farms on production planets. One high class planet can provide enough food for about 10 planets, if you use farmers and have monsantum. So in a 20 planet empire you only need 2 planets for food, maybe 3 at the most and 2 of those can be garbage class 6 planets.
As for the production planet itself, sure factories get adjacency bonuses, BUT SO DO CITIES!!!!
I just finished a game where I had a class 20 precursor prison planet, and it was generating 2.2K military production per turn by the end of the game. How? I got it's population up to 140!! How? I just placed a bunch of cities together, with a megalopolis, and a colonial hospital. Each city only gives a base +3 to population cap, but I got that planet up to 140 pop. That's because while I may have had only 9 or 10 cities on the planet, their adjacency bonuses increased the population cap by... I guess 3 or 4 fold. I also had a precursor factory on the planet and of course it had inherent production bonuses and I had leaders and manufacturing relics. Anyway, point is, that planet had cities, stadiums, and a couple of special buildings. Not one factory! Not one!
And then I had a research focused planet. That planet had my research capital and temple of enlightment. The rest of the tiles were cities and a few stadiums.
As it is right now, this game's infrastructure is totally and utterly unbalanced. Factories/labs/markets need a big buff, and cities need a big nerf. I suppose the most basic way to nerf cities would be to drastically increase their food requirement (like a factor of 2 to 4). Improvement buildings really need to be buffed. I seem to remember in GC2, even the most basic market gave you a 25% boost to income, whereas in GC3 the first buildings give only 5%, maybe up to 10% if you get lucky with adjacency. That should be increased.
Another possible way to handle this is make morale more punishing, as others have suggested. Synthetics would need to be balanced around that as well.
But yeah, as the game currently stands, it is absolutely stupid to ever build a single market/factory/lab. Never, ever, ever, ever, ever do it. Ever. (synthetics are an exception).
I would prefer it, if the food requirement would be moved from the cities to the population. Something like 1 food for 1 pop per turn. The cities still serve to increase the population cap. That would make it much harder to achieve those high pop planets, in my opinion.Currently, you only need enough food in order to build the cities. How much food you have afterwards doesn't matter, you'll still grow your population. With this change, you'd need a positive food income in order to grow your population at all. No food, no growth. If you have a negative income, because your farming worlds got conquered, for example, then you'll lose population and get a hefty approval penalty (because people usually don't like it when they starve).
No, the Market Center only gave you a 10% boost (8% for the Black Market of the Drengin/Korath). Only the Stock Market, i.e. the end tier econ improvement, gave you a 25% boost.
That should be done regardless of any other chosen measure. Morale just doesn't do enough at the moment. Especially low morale. Where is the social unrest you'd expect from a pissed off population?
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