Suddenly the game is miscalculating my income. I am losing X amount every turn when it should be profit.
Also from my race covering near half of the Balance of power bar i have gone to near bottom.
As this in not the first time this has happened maybe i am missing something major. But i cant imagine what.
@Lycan371
I hadn't previously remotely appreciated the power of the the port of call but was intrigued by the initial post and tried the Yor at Genius on a huge ,map with nine random opponents. Although I only managed to colonise three more planets, one was a precursor research world and using it for research and Iconia for production generated more than enough of both and about +450 gold a turn with just those four ports of call.
There is a screen shot above that was Yor on incredible/gigantic/V 15 opponents. With 273k at turn 100. Once you buy/conquer more planets and have 12+ and place POC + MC the rate of increase in income is just unbelievable.
Anybody cam pick Missionary Centre by putting a few points into benevolent ideology.
As for Resources I usually buy all an opponents star-bases before i buy his planets.
Wow that's serious interstellar capitalism.
How good or rather not bad do relations have to be with the bods before they'll sell you starbases or indeed planets. Or are they always prepared to as long as you stump up what they, poor benighted things, consider enough?
Cheers,
Jon
They will always sell, Just that it is cheaper the better your relations.
I guess i should stress that the Missionary Centre is a major factor in this. I saw one planet with just a port, with an income of 15000 jump to 45000 when i rush built the MC.
I hope they nerf it soon, it just makes the game boringly easy.
Hi Altak,
I am doing something very, very wrong.
I started an easy game: Huge map, Normal difficulty, 6 opponents. Game version is 3.05.
I have all the game settings set to whatever is closest to an average-- not abundant, and not rare.
I wanted to try this out without having distractions by other Civs.
I'm at turn 97, or so, and am making about 145bc per turn-- nowhere near what you are getting.
I just got my 11th planet and soon will have 12.
I have a Port of Call on all of them along with an adjacent Missionary Center. I'm also building Culture Centers as they become available.
In a previous message you wrote:
After the initial stages i focus on tourism and some gov to facilitate rapid expansion when i start buying planets. Plus some morale boosting techs (but once you can buy everything, morale isn't such an issue). Other than that i mostly trade/buy techs from the AI.
I feel stupid not being able to figure this out, but here goes:
I've tried three different Civs including the Yor, and my results are always the same-- about 150bc at turn 100
I'm sure I could bombard you with tons of questions, but I'll cut you some slack
Like I said, I am doing something terribly wrong.
Thanks for your time,
Richard
Well to begin with he played genius. I would like to hear his breakdown to.
I would think that setting would make everything more difficult. I was looking for something easy to experiment with.
Anyway, I sure wish Altak would respond...
Sorry Altak was away the weekend. My game version is 3.04 and i don't see an option to update.
Early research is nothing unusual. Techs for ship movement like Artificial Gravity '/ Interstellar Travel and Orbital Manu for small hulls. // Colonial settlements and then Xeno experimentation for research buildings. // Militarisation / weapons Systems / and universal translator up to Interstellar Monarchy for GOV. And Interstellar Tourism. Either researched or traded for.
Must have techs for me are situational : Maybe i need a new GOV in a hurry to facilitate more colonies, or a bigger hull size or better weapons. Or if someone does declare war i might need Planetary invasion.
As for gov I usually go with Imperial/Information Oligarchy/Galactic Empire/Galactic Communion/ and Singularity when i can, The only reason i go for any of them is for more colonies, They allow rushing and they open the Galactic Market. But can vary depending on alignment or the race.
Playing my custom race i usually go pragmatic. Playing a Stock game race its whatever they are. I don't think it makes much difference to income.
Download some of these saves and take a look. Destroy some of the missionary Centres and see the effect to income.
Alterran.
https://drive.google.com/file/d/1Hlu8OKKhArGcxAQL4Tfoq9mb5za773vn/view?usp=sharing
Super OP custom race. Using Synthetic and Xenophobic https://drive.google.com/file/d/13ZQKwGQrCx_diVvpykvJg4LVWy9FmUUo/view?usp=sharing
Yor. https://drive.google.com/file/d/1HW2KMQoeS9d7XIIiHLyh3iblmUmY3Uj5/view?usp=sharing
Terran Resistance. https://drive.google.com/file/d/1Hlu8OKKhArGcxAQL4Tfoq9mb5za773vn/view?usp=sharing
Thanks for the help!!
You can adjust the TourismMapScaleCurve in GalCiv3GlobalDefs.xml to lower the tourism income. I have it set to 0.5(tiny) in my mod, basicly, I have halved the values. I still find tourism a bit OP even at the adjusted values. I also forced the AI to actually use tourism too, had to remove the AI's wealth handicaps after this though which is not a bad thing tbh.
Can not repeate what the OP does though, not even with "cheats" (edited xmls to force a custom civ to have a high tourism income (+200%)). 27k a turn at 40% tax is my highest so far, do not play synths though.
I also do not see where or why Missionary Center effects tourism in any way what so ever. Its level up bonus effects ColonyGrossIncome by 1% per level for tourism buildings.
@altak I am wondering if you are using an outdated mod or some such?
Well the port of call balance would be to make it what it is supposed to be a one per Galaxy improvement.
Sorry. But no mods, Apart from making more buildings destroyable. ( Improvement defs.xml. ) Which could be out of date as i think i edited it before intrigue. Which i had totally forgotten about, and could be the reason for the income and the game bugging out.
If you are right and i suspect you are. Thanks. now i can enjoy the game again.
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