A few gameplay questions for the GalCiv3 experts :)

Hey all, I have a few questions about various mechanics, hopefully the experts out here will be able to advise:

1) Population over Food after Invasion or Culture Flip: Playing as the Terrans, if I take over an alien planet, many times it will show the population is way over the food supply.  Do I need to build farms in this instance? 

2) If I build a Hyperion Shrinker, does it affect only ships manufactured from that planet, or all ships globally?  There's no way to do a design that is over capacity so all I can think of is that the capacity shown in the ship designer already takes the Hyperion Shipyard into account, which would mean it affects all ships globally.

3) When I offer a "research treaty" to the AI, do I also get a boost in research?  Or does it just boost their research?  They always act so enthusiastic about it, it makes me wonder.

4) "You are trading with an infidel" diplomacy minus point. . . how am I supposed to know which civilization they are considering the "infidel"?

 

32,472 views 12 replies
Reply #1 Top

Non expert.

 

#2) this I believe applies to all ships (one of the few). They (experts) suggest to build it on a planet of it's own and surround it by all the other Military buildings. This will allow you to get a boost of 50%+ to all your ships.

I also look for a planet which has Military improvement tile (besides the buildings). if you can get both a +3 improvement along with a +2 improvement your cranking!!!! (rare to get both though close enough to work). But I will move this when/if I find a planet better suited. And the fact you have mostly military buildings on it, it's not good for much else.

 

#3 I believe they only get the boost. They have to research it and have to trade for it? I believe one of the treaties does mention both sides get bonus, forget which one.

Reply #2 Top

1) If the population is higher than food on a planet you get negative population growth until it is equal to food. So if you want that much population you need to build farms to keep it.

2) Global.

3) Only the AI. The way it is set up in the .xmls I would expect the bonus to show up in the colony statistics. I am rather sure it does not. In this case this applies for all specialization treaties (research/wealth/influence) and alliance specializations.

4) I think it has something to do with the ideology. You can check a factions ideology by: Go to the diplomacy screen, click the faction, click details, their ideology is displayed there. infidels are all factions of a different ideology I believe. I am not 100% sure though.

Reply #3 Top

[/quote]

Quoting Syrkres, reply 1


 #2) this I believe applies to all ships (one of the few). They (experts) suggest to build it on a planet of it's own and surround it by all the other Military buildings. This will allow you to get a boost of 50%+ to all your ships.

I also look for a planet which has Military improvement tile (besides the buildings). if you can get both a +3 improvement along with a +2 improvement your cranking!!!! (rare to get both though close enough to work). But I will move this when/if I find a planet better suited. And the fact you have mostly military buildings on it, it's not good for much else.

 

How is it boosting ships 50% +???

 

The wording in the description of all the military bonuses i see, seems to imply it is only toward the defense from planetary invasion?

Reply #4 Top

Hyperion Shrinker - when you raise it levels (by the surrounding Military buildings) it adds 5% per level.

So if you put a +2 military building next to it, it will be level 2, which will give it an additional +10%.

 

Here is the thread I found out about it from (just last week).

https://steamcommunity.com/app/226860/discussions/1/617336568073294387/

 

Reply #5 Top

Quoting Syrkres, reply 4

Hyperion Shrinker - when you raise it levels (by the surrounding Military buildings) it adds 5% per level.

So if you put a +2 military building next to it, it will be level 2, which will give it an additional +10%.

 

Here is the thread I found out about it from (just last week).

https://steamcommunity.com/app/226860/discussions/1/617336568073294387/

 

 

Damb, i never bothered trying to boost it at all!....  yet another aspect of the game i did not realize because of insufficient descriptions of things in the game.

Reply #6 Top

Yep - most buildings give bonuses based on their level. for example research buildings will give bonus to research etc.

Reply #7 Top

Shrinker surrounded by, Antimatter Plant +3, Elerium Defense Grid +3, Prepardness Center +2, Planetary Defense +1 (+3 eventually), Logistic Center +1 and Hyperion Shipyard +1. Then you also have +2-3 from Features.

Level 14-16 is achievable most games for me. 70-80%.

I also get the Logistics Center up to around lvl 12 for +12 Logistics :)

Reply #8 Top

The Thalan Gaia Vortex gives +3 everything adjacencies and can be added to the above list of useful Shrinker neighbors.  It also adds to the local production of the planet, which is useful since its shipyard is often getting bonuses along with the Shrinker.  The Arcean special buildings can both benefit from and contribute to military adjacencies.  Adding to their global speed boosts when I capture one of their planets that have those buildings is one of my new favorite military conquest tricks.  I can envision having a planet with a cluster of global capacity, logistics, and speed buffs surrounded by everything military you can come up with.  Makes my Admirals actually quiver in delight.  Kinda creepy, that.  Very creepy.

Reply #9 Top

Quoting zuPloed, reply 2

1) If the population is higher than food on a planet you get negative population growth until it is equal to food. So if you want that much population you need to build farms to keep it.

2) Global.

3) Only the AI. The way it is set up in the .xmls I would expect the bonus to show up in the colony statistics. I am rather sure it does not. In this case this applies for all specialization treaties (research/wealth/influence) and alliance specializations.

4) I think it has something to do with the ideology. You can check a factions ideology by: Go to the diplomacy screen, click the faction, click details, their ideology is displayed there. infidels are all factions of a different ideology I believe. I am not 100% sure though.

For #3, I'm not in front of my computer right now but I swear that it describes it as "Gives a boost to both civilizations".  The same problem exists for the "Visibility Treaty" or whatever it's called where you can see each other's fog of war.  It describes it as both sides getting the benefit, but it only gives it to the other side in reality.  Is that a bug?

Reply #10 Top

You have to have it go both ways to benefit.

Example: I have Research Treaties, I trade with AI he has Influence treaties. We trade tech.

9 turns later we trade again, the option to have a research treaty or influence treaty is available to both parties. We trade both, you both get benefits from both. You trade Research for Influence he gets 25% research buff you get 25% influence buff. If you trade Research treaty for credits or some extra tech or even as a gift, the AI will gain 25% you gain what ever you traded for.

Alliances are supposed to be  "two way" but I am unsure if this trigger is working as it describes. Since the Benefit is still using ReceiverModifier.

Reply #11 Top

Yeah that makes sense.  But still, I think the tooltips should be clearer about this in the trade menus.  Last game I was giving away research like it was candy apparently. 

Reply #12 Top

It is my belief that right now.. "Alliances" for Tech/Money/etc are one way, the offering partner doesn't receive benefit (other than diplomacy trading resource).

 

So if Player A offers research treaty to Player B, only player B recieves the bonus.  Yet you can have Player B offer Research treaty to player A to reciprocate the bonus back.