(DL & DA) Bonus resources don't do anything (Resolved: They do but it doesn't show up.)

I've tried to develop some of the bonus resources in space.

The problem is that I don't get any benefit from them. The planet is within the radius, and I have built a starbase on the resource. Still there is no benefit.
(Added: In DA, I can double-click the bases for more details, including the bonus figures. How could I miss that)

 The numbers didn't change, and when I click the details button, it says "no benefits from starbases." Also I have checked the type of starbase. It doesn't look like an influence base, although I have developed an influence resource. What did I do wrong???

 On a second thought about influence, embassies don't look like a wise investment. Influence bonus of embassies and bases is a percentage , so it would be wiser to increase the population on the planet with farms, and to build morale buildings to increase the base value, rather than slapping on another 5 or 10% with an embassy.
(Added: It's +15% actually, which makes embassies more attractive than constructors from a pure RoI POV.)

~Beast

16,513 views 10 replies
Reply #1 Top

The "no benefits from starbases" message specifically means the planet is getting no production bonus from economic starbases.  Resource mining starbases don't have a radius; their bonuses are empire-wide (which makes them quite powerful).

An influence mining starbase is not the same as an influence starbase.  The former is constructed on a resource, and gives a global bonus.  The latter is constructed in empty space, and gives a bonus in a radius; they're mainly used near enemy planets, to try to induce revolts (or in your own territory to counter enemy attempts to do the same).

Reply #2 Top


 On a second thought about influence, embassies don't look like a wise investment. Influence bonus of embassies and bases is a percentage , so it would be wiser to increase the population on the planet with farms, and to build morale buildings to increase the base value, rather than slapping on another 5 or 10% with an embassy.

~Beast
End of quote

Depends.  Populations can only go so high.  After a certain point, you just won't be able to put enough morale buildings down to keep the people happy.  Population also takes time to grow.  If you want an extra 15% or 25% influence and have only one space to develop or you want it right now, you build an Embassy or Cultural Exchange Center.

A good example of Embassy use is when another civ claims a planet in the same system with one of yours.  Maybe it's an extreme planet or the small planet in your home system, so your planet is well established and their planet is newly settled.  Turns out your influence is 3.7 times theirs.  Rather than try to boost population and out-grow them, you build one Embassy.  Now your influence is 4.255 times theirs.  You can score a quick culture flip and trash the Embassy when you're done.

Reply #3 Top

Thanks for the replies, Elestan and Tolmekian.

 "Influence-mining base" vs. "influence starbase":
I knew already that these two are different, but I thought that all stations on military, influence, and economy resources would be sort of a two-in-one... Too bad, as that would have been a nice addition to the mining bases. Maybe too nice and way too imba'.

 "Benefit to entire empire" (geez, say that fast... "entire empire... entire empire... entire empire")
Another reason why 2-in-1 bases would have been over-powered. But I would have thought that the bonuses would then have applied to every planet's "bonus from starbases". I guess I have to adjust my mindset once again.

 Which brings me to a related point: How will I know if they do a thing if it's not displayed, and if they do, how much? For example, what do the military resources do once you develop them? Do they add to military production, or what? (The in-gane hint isn't helpful either. An angular throne is not the thing I want to build, a decent warship is.)

 About Tolmekian's example: I see that the influence boost from the embassy will kick in almost instantly in the example, unlike pop growth. But pop growth adds to other things as well: taxes, trade, tourism, perceived might rating... And of course disapproval. So that can be a critical point if there's only one spot left, either for a farm or an EnterNet.

 1 - Will influence be computed like that? For example, if I already have +270% influence boost, will I still get 4.255, or will I increase that bonus to +285% and only achieve 3.85 their influence?

 2 - Even if I'm slightly above 4 times their inf, won't it be years before they flip unless I'm really lucky? Wouldn't it be better to buy two constructor and make an inf' base, to get higher influence figures? esp. with the cultural insurrection/conquest techs and their insane +60/+100% modifiers?

 On a related note: if I have a question about influence but entirely unrelated to inf' bases and inf' mining, should I open another thread, or post it here? What do you consider the better style?

Thanks in advance,
~Beast

PS--That GalCiv forum has issues... I can't type for more than 5 minutes, or the browser bombs out! *ARGH* And the starry backdrop isn't exactly fast either at 33.6k. Not to mention the broken search feature. Am I the only one to notice this?

Reply #4 Top

Quoting BeastCruiser, reply 3
How will I know if they do a thing if it's not displayed, and if they do, how much? For example, what do the military resources do once you develop them? Do they add to military production, or what? (The in-gane hint isn't helpful either. An angular throne is not the thing I want to build, a decent warship is.)
End of BeastCruiser's quote

You can go to the planet screen and hover the cursor over the number; some of them will display a points breakdown.  However, not everything has them, and I don't think they're always completely accurate, due to bugs or omissions.

2 - Even if I'm slightly above 4 times their inf, won't it be years before they flip unless I'm really lucky? Wouldn't it be better to buy two constructor and make an inf' base, to get higher influence figures? esp. with the cultural insurrection/conquest techs and their insane +60/+100% modifiers?
End of quote

Yes, you'd need to be lucky to flip it quickly.  But then again, you'd need several constructors to get all of those modules in place on a starbase, and unless you station a fleet there or use more modules to arm it, a starbase is pretty vulnerable.  They can't knock out an embassy unless they take the planet.

On a related note: if I have a question about influence but entirely unrelated to inf' bases and inf' mining, should I open another thread, or post it here? What do you consider the better style?
End of quote

Either would be fine by me.

I can't type for more than 5 minutes, or the browser bombs out! *ARGH* And the starry backdrop isn't exactly fast either at 33.6k. Not to mention the broken search feature. Am I the only one to notice this?
End of quote

I don't have this problem, but I'm on 3Mb DSL.

Reply #5 Top

By "military resources," do you mean the red resource anomalies?

If so, those bonuses are appiled to your ship attack and defense numbers.

When attacking - or being attacked - the first thing to do is eliminate the other empires red bases. In fact, when planning to declare war, a good tactic is to create an attack fleet for each enemy red base and to send along with each such fleet several constructors.  Thus, your opening move is to take away their bonuses and increase your.

Reply #6 Top

Quoting Elestan:

But then again, you'd need several constructors to get all of those modules in place on a starbase
End of quote

I would have thought of one constructor to install the base, and another to install the most influential module. The highest bonus is at +100%, and then you can start another base for another +100% or add the next two modules, +60% and +40%. Either way uses two more constructors, so it would probably be wise to build another base if you can expend four.
Stacking up on modules would be putting too many eggs into one basket, unless you want to have a fleet docked at all times.

unless you station a fleet there or use more modules to arm it, a starbase is pretty vulnerable.  They can't knock out an embassy unless they take the planet.
End of quote

Good point. Embassies are safe from ships, except troop ships (and influence bases) while starbases count as space targets.

Quoting LTjim:

By "military resources," do you mean the red resource anomalies?
End of quote

The little red cones. I don't know if they are counted as "anomalies", but I don't need a survey ship to map them out.

OK, that sounds good...+attack and defense. But how much do they add? +1% per module?

create an attack fleet for each enemy red base and to send along with each such fleet several constructors.  Thus, your opening move is to take away their bonuses and increase your.
End of quote

"All your base are belong to us!" :)
~Beast

Reply #7 Top

Not 1%!  The bonuses are signficant and really stack up!

I think the first red module adds 4% and all subsequent ones add 5% for a total of 39%.

The later modules only become available when one researches certain technologies.  Still, if one has three red bases with all the modules, one has doubled all attack and defenses for all ships everywhere!

Reply #8 Top

Quoting BeastCruiser, reply 6
I would have thought of one constructor to install the base, and another to install the most influential module.
End of BeastCruiser's quote

You can't jump straight to the high-power modules; the lower power ones have to be installed first before it will let you put the higher level ones on.

Reply #9 Top

I think the first red module adds 4% and all subsequent ones add 5% for a total of 39%.
End of quote

That's a nice addition, esp. since it adds to attack and defense.

:facepalm: How did I come up with that 1% anyway? Must have confused that with a surveyable anomaly which can give a 1% boost.

Killing the enemy bases in a first strike is very important then, and to bring along a constructor even more so. Even for denial purposes. To reclaim the resource, the enemy must kill your base in the first place, ie send a constructor and warships. If he sends one or two, your anti-base fleet has good chances of wiping him clean (esp. with resources working in YOUR favor now, :evilgrin: ) and if he sends many, that's a good distraction from his main defense efforts, and he'll probably lose a good deal of his ships to your anti-base fleets even then.

You can't jump straight to the high-power modules; the lower power ones have to be installed first before it will let you put the higher level ones on.
End of quote

Ouch. That kind of kills my plan. I can see that an embassy is cheaper then, and probably worth its planetary footprint. BTW, the less influential modules aren't listed as requirements in-game. It's a shame that we can't browse through a decent in-game pedia for non-research requirements. :(

~Beast

Reply #10 Top

Quoting BeastCruiser, reply 3
Thanks for the replies, Elestan and Tolmekian.

 About Tolmekian's example: I see that the influence boost from the embassy will kick in almost instantly in the example, unlike pop growth. But pop growth adds to other things as well: taxes, trade, tourism, perceived might rating... And of course disapproval. So that can be a critical point if there's only one spot left, either for a farm or an EnterNet.

 1 - Will influence be computed like that? For example, if I already have +270% influence boost, will I still get 4.255, or will I increase that bonus to +285% and only achieve 3.85 their influence?

 2 - Even if I'm slightly above 4 times their inf, won't it be years before they flip unless I'm really lucky? Wouldn't it be better to buy two constructor and make an inf' base, to get higher influence figures? esp. with the cultural insurrection/conquest techs and their insane +60/+100% modifiers?

End of BeastCruiser's quote

Sorry I forgot about this one. 

1 - You're right.  If you already have a high influence bonus, building an embassy is only a small addition.  It can make the difference, though.  The example also goes the other way - if you colonize a planet in somebody else's sphere of influence, you can build an embassy or cultural exchange center to stave off a culture flip until you can get your population up.

2 - In ToA 2.03, I tend to see planets flip within a few turns of breaking 4x influence.  It's a much more viable tactic. 

As for building an influence base, there are a couple reasons you might choose not to.  One would be the diplomatic penalty from the race whose planet you're building a base next to.  They don't like that.  If you want to pinch a planet from an otherwise friendly neighbor, it's not the best way to go. If you're in their space, they may even threaten you with war if you don't hand over the starbase.  All depends on how far you're willing to go.