[Suggestion] Change the second bonus provided by Mineral Rich tiles

Mineral Rich tiles currently provide a +2 bonus to Wealth or Research Improvements. Wouldn't it make more sense for it to provide the bonus to Wealth or Manufacturing Improvements?

Minerals can be used for research, certainly, but I'd be more inclined to use an abundance of them to bolster my production.

4,360 views 11 replies
Reply #1 Top

it is an enhanced feature compared to galciv2.

it used to have just 1 bonus. So please leave it as it is now.

Reply #2 Top

Agreed. There are also allot of bonus tiles too, mainly population tiles. want to play some multiplayer Gaunathor? :)

 

DARCA ;)

Reply #3 Top

Quoting Nukar, reply 1

it is an enhanced feature compared to galciv2.

it used to have just 1 bonus. So please leave it as it is now.
End of Nukar's quote

I don't want them to remove the second bonus. I'm just asking them to replace the Research bonus with a Manufacturing one, because it makes more sense to me.

Reply #4 Top

I must admit it confused me a bit too.  The current icon bonuses do not correspond with the bonus that was used in GC2.  It is not a major problem but it does lose continuity with the series by using the same icon as was used in GC2 but giving a different bonus in GC3.  I appreciate the secondary bonus though :)

Reply #5 Top

My main concern is that the bonus icons in the alpha don't match up with GCII's icons and their bonuses. I consistently place factories and research stations on the wrong icons.

Reply #6 Top

It's annoying, but it's temporary. They're re-using artwork as placeholders for now.

I do have to say that the *absolutely* need to do away with the "inherent" bonuses from certain terrain. Either it's a terrain type with no bonuses, or it has an Icon which denotes the type of bonus(es).  It's just annoyingly confusing otherwise, because you have to constantly re-survey everything looking for "hidden" terrain bonuses.

 

Also, I'd like to have terrain PENALTIES, too.  It think that would be nice - you might have a nice Class 10 world, but if half of the tiles are penalty tiles, it adds a big additional dimension.

 

Think "marshy" terrain, or maybe barren/scrub or the like.

 

 

 

 

Reply #7 Top

Quoting trims2u, reply 6

It's annoying, but it's temporary. They're re-using artwork as placeholders for now.

I do have to say that the *absolutely* need to do away with the "inherent" bonuses from certain terrain. Either it's a terrain type with no bonuses, or it has an Icon which denotes the type of bonus(es).  It's just annoyingly confusing otherwise, because you have to constantly re-survey everything looking for "hidden" terrain bonuses.

 

Also, I'd like to have terrain PENALTIES, too.  It think that would be nice - you might have a nice Class 10 world, but if half of the tiles are penalty tiles, it adds a big additional dimension.

 

Think "marshy" terrain, or maybe barren/scrub or the like.

 
End of trims2u's quote

 

I agree.  We have bonuses for some terrain why not penalties for others.  Marshy terrain may be good for tourism but not good for diplomacy.

Reply #8 Top

Okay, just to clarify something. I'm talking about this:

Reply #9 Top

Quoting trims2u, reply 6
Also, I'd like to have terrain PENALTIES, too. It think that would be nice - you might have a nice Class 10 world, but if half of the tiles are penalty tiles, it adds a big additional dimension.
End of trims2u's quote

I'd really rather not have this. It's already a pain to click through every last tile on a planet to figure out what the planet is best for, since the terrain type is only visible when the tile is selected. Having tiles that could negate the bonus from a structure, or even make it so that building a structure on a given tile actually penalizes the planet, would just cause added irritation.

Moreover, it's rather silly. Land reclamation has been a thing for a very long time; tradition indicates that the Cloaca Maxima in Rome was constructed c. 600BC to drain the swampy lands that occupied the area which became the Forum, so at least by tradition land reclamation has been around for more than 2600 years, and beyond the initial investment it's not that expensive to keep up. If the supposedly more advanced humans of GCIII have forgotten how to drain a swamp and so have to suffer penalties for constructions built in the area (aside, perhaps, from a minor additional maintenance fee to deal with settling and erosion), then I think there's a problem.

 

I also tend to agree with Gaunathor that a manufacturing bonus makes a bit more sense than a research bonus for an area which is rich in minerals.

Reply #10 Top

Quoting Gaunathor, reply 8

Okay, just to clarify something. I'm talking about this:

Reduced 67%Original 844 x 265
End of Gaunathor's quote

 

And as was stated, the icons for the improvements borrowed from GC2 are temporary, plus its already been acknowledged its bugged (the tooltips don't match the details when you actually click on to select a tile).  Ignore the GC2 icons entirely.  Some tiles have bonuses but no icon at all.

Reply #11 Top

Quoting Chibiabos, reply 10
And as was stated, the icons for the improvements borrowed from GC2 are temporary, plus its already been acknowledged its bugged (the tooltips don't match the details when you actually click on to select a tile).  Ignore the GC2 icons entirely.  Some tiles have bonuses but no icon at all.
End of Chibiabos's quote

That's a completely different issue than what I'm talking about. It's obvious that the icons are just placeholders for now. I'm talking about the actual bonus provided by Mineral Rich tiles.