turnactions

build 0

This is a try it.  Go to any planet and actually look at the build list.  At the bottom of the list you will see Items with a 0 after them.  Click on the appropiate item so that it will show up in the build box.  It will show with a build time of N/A.  I found out that if you chose economics the your money flow will increase.  It is probably the same with the other ones according to what you have the majority of on the planet.

16,248 views 8 replies
Reply #1 Top

... Im not sure what the point of your post is

the projects listed at the bottom of the build que are there to essentially give your planet bonus's at the cost of social production 

economic stimulus produces money

birthing subsidies produces babys 

Festival produces culture ( i think) 

research project produces research

Reply #2 Top

Festival -> approval

Reply #3 Top

Hi Failsafe,

I think the purpose--the Use Case--these are for typically is when your colony has nothing it wants to build on-planet, and it doesn't need or want to direct 100% of production to building a ship.  Instead of wasting that production, you choose one of these instead: money, babies, approval, or war.  Wiser folks here can tell you what the conversion cost is, I do not know that.

Happy Conquering!

Reply #4 Top

This post is not for people with experience playing galciv 3.  It is for new people who have no experience playing.  When they become stuck on the planet after building everything that they can someone should have told them that instead of using turnactions they could have used what was on the build command.  Once they have set the queque to one of the actions then they could resume the game.  Using turnactions will have you going back and checking everything constantly because you will not get notified that you have completed what you wanted to do.

Reply #5 Top

Usually new players don't beta test, but early access deals change that.  Sadly for them the tutorials are among the last things fixed.  The cool part for GC3 is they are going to make the tutorial into a prequel to campaign.  Too bad there is not a section dedicated to hints, walkthrus  and guides.  The new player searches and finds discussions of what we use to get the game to advanced points for creating advanced ships and testing.  Maybe Stardock could set up an area.

Reply #6 Top

Quoting Blue_Oyster, reply 3

Instead of wasting that production, you choose one of these instead: money, babies, approval, or war.  Wiser folks here can tell you what the conversion cost is, I do not know that.
End of Blue_Oyster's quote

From the PlanetaryProjectDefs.xml file the relevant values:

<InternalName>ProjectEconomicStimulus</InternalName>
<ManufacturingPerBonus>4</ManufacturingPerBonus>
<EffectType>ColonyGrossIncome</EffectType>
<BonusType>Flat</BonusType>
<Value>1</Value>

<InternalName>ProjectResearchProject</InternalName>
<ManufacturingPerBonus>4</ManufacturingPerBonus>
<EffectType>Research</EffectType>
<BonusType>Flat</BonusType>
<Value>1</Value>

<InternalName>ProjectCulturalFestival</InternalName>
<ManufacturingPerBonus>10</ManufacturingPerBonus>
<EffectType>Approval</EffectType>
<BonusType>Multiplier</BonusType>
<Value>0.10</Value>

<InternalName>ProjectBirthingSubsidies</InternalName>
<ManufacturingPerBonus>10</ManufacturingPerBonus>
<EffectType>Growth</EffectType>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>

This means:

Economics: Social Manufacturing Points are divided by 4 and then are should be converted 1:1 to raw gold, but i see a different ratio in the game.

Research: Social Manufacturing Points are  divided by 4 and then are should be converted 1:1 to raw research, but i see only about 1:4 in the game.

Cultural: If Social Manufacturing Points are divided by 10 and then > 0 then your cultural point generation is increased by that times 10%.

Birthing: If Social Manufacturing Points are divided by 10 and then > 0 then your growth rate is increased by that times 25%.

I think they nerfed Cultural and Birthing to limit a number of strategies which used these to great effect. I myself have shown both the effective use of both in various threads, among others: Game allows forced overpopulation[Functional request] Proportional population growth instead of constant growth[Bug?][.41] Never-ending Birthing Subsidies


 

Reply #7 Top

Updated my previous answer with new insight.

The nerf is less severe that i originally thought.

Reply #8 Top

Well, again, the UI is less than perfect over what actually occurs. Hopefully it will be straightened out soon.