Crusade Buildings that give Population Cap Bonuses

I had asked without an answer if Slaver Manufacturing Bonus Buildings Work Camps and its upgrades should still get +1 Population Bonuses  So I tried doing +1 Food Income Bonuses (so you have to build Cities to actually exceed the population Cap for a planet).  But unfortunately because You can't have +Food Income Neighbor bonuses (unless it is something not obvious to me) for buildings so you still get population cap bonuses when you are adjacent to other Work Camps.  Same goes for Slave Pits or other buildings that get a Population neighbor bonus.  Originally this was to give bonuses ONLY to adjacent farms or Hospitals to increase a local planetary population.  I could go on about how a work camp increases labor utilization on a planet so population bonus bonuses are justified.  But it seems the effects of the new Crusade Food / Population System are not fully thought out and/or no one has explained how I should play Galactic Civilization 3 differently now.

It would be nice if someone in StarDock explains how the new Crusade system of global Food and Cities is supposed to work.  As someone else has mentioned ina post,  the current Crusade design of only +1 Morale for Colony Capitals and its initiate +4 Population Caps makes it difficulty for low title planets (less than 10 titles) to have populations above 4 without very low morale especially in early game.  To build and fully populate a City (was +8 Population cap but now +16) you also need one (probably two or three)  morale bonus buildings.  Which is pretty good amount of tiles utilized without any farms or manufacturing, research, or economy buildings.  You can prioritize Population planets over Manufacturing, Research or Economic planets but seems more complicated and limiting system for 5-8 title planets.  Remember that you also deleted the Morale Starbase Modules (yes there are +Morale techs, resources, and Citizens) and you can add back the Starbase Morale Modules easily and increase morale bonus for "entertainment" buildings.
 
It is easy enough to mod out some of these effects but shouldn't the base game have a system that works well from start ??? Yes with the new "non-wheel" production system in Crusade you might want to just have a few (maybe said small 5 tile planets) that just have Cities and morale buildings as very generalized "do alittle of everything" planets.  Of course why would you at least initially bother to waste administrators on them when you have larger planets to colonize.  Because not all of us play on tiny Galaxies and expect a Game run to hours instead of days or weeks not hours. 

I would love to understand "the plan" if nothing else so if I disagree with it I can change it (humor).  But I am a bit confused as to how this system is currently better (other than having a global food pool) than it was before Crusade.

25,100 views 5 replies
Reply #1 Top

Did you try using Food as an adjacency type? (Not FoodIncome)

Reply #2 Top

Understand more about leveling bonuses (yes you can have FoodIncome (which I assume boost global not just local Food) Leveling Adjacency Bonuses (when I tried Food and GrossIncome they didn't work as Neighboring bonuses).  Anyhow I decided that Work Camps can boost PopulationCAP +1 but I decided that the Population and/or food leveling bonuses didn't make any sense even though they existed before Crusade.  They should NOT increase population adjacency bonuses - ie Slaves are happy being slaves and you don't have to feed them as much.  But they aren't Farms or Hospitals.  Switched Slave Pits and Molecular Fabricators to be food percentage bonus buildings as they were before Crusade and they now have Food Leveling bonuses. 

How do you get leveling bonuses for a building's stat that the building doesn't already have innately ??  Apparently the program does not check just adds the leveling bonus you ask for.  So it just easier and no one seems to care that work camps grow population without a city.  Problem solved don't fix it if it ain't broken or at least benefits the race you want to play (makes Drengin pretty dangerous too)  Did the population to production curve decrease with 2.14 patch   ??? (almost seems so now).  

 

Still I don't really understand how planets are "supposed to" grow beyond the colony capital's base Food.  Perhaps instead of the old system, only farms (or food percentage bonus) buildings and population growth buildings like Hospitals should have Food bonuses and leveling or neighbor bonuses.  Although I hate to just delete something without a reason or understanding of the underlying logic behind the change.  Same with giving Molecular Fabricators to Paranoid Ability Races without explanation as if that somehow balances the rest of the Inconsistency / Imbalance with Racial Ability System.  And Paranoid is an original ability that actually gets better late game unlike most.

 

Current system seems "adrift" with regular Cities now adding +16 PopulationCap (was +8) but your first level morale buildings only give +1 morale at start or is it +2 morale now but you need more that two morale builds max upgraded to +6 morale to have full approval when you add a city.  (Drengin / Slaver Hunting Grounds building used to give +12 morale before 2.14 patch).   Certainly Cities to grow beyond a set size existed in Civilization or Endless Legend.  But it is another Crusade feature added without explanation of the plan.

And currently morale buildings give too low bonus to even attempt to fill a city without tanking your colony's morale for those unwilling to dedicate more than two morale buildings per planet.

 

Reply #3 Top

So I think the crux of the argument is this....is there enough approval bonuses to allow a planet to have a city and still have decent approval?

Reply #4 Top

I used to use econ starbases with approval improvements to keep morale high, now those are gone.  When the cities were +8 population I could maintain approval for one city on each colony with an entertainment center buffed by an ideology improvement's adjacency and % increase in morale, plus an entertainment capital on one planet.  Now with cities upped to +16 population it's going to be harder.

Reply #5 Top

 Intimidation Center 50% per adjacency level.