[UI] Could we get a summary screen for all bonuses on a planet?

It is currently hard to tell how high of some of your bonuses on a planet are. If they come from planetary improvements, you can look at the improvements, and calculate them that way. However, if the bonus is from an event, then you may not be able to look them up at all. Bonuses to planetary defense and tourism, for example, have that issue.

Planets in GalCiv 2 had a summary screen which showed you the total bonuses you receive. Adding something like this to the planet screen in GalCiv 3 would be quite helpful, in my opinion.

5,831 views 16 replies
Reply #1 Top

I'm hoping that there are many summary and statistic screens coming.

Reply #2 Top

I agree, especially when it comes to the bonuses from Economic or other starports that influence output on a planet.

Reply #3 Top

At this time, if you hover your cursor over the numbers, you'll get that sort of information. For instance, if you have 5 planet factories (same type) and 3 starbases with factory modules (same type), it'll show those numbers (and the number used). If you had different types, they would get their own lines.

Just a warning, some number don't display anything, and some don't always work right.

Reply #4 Top

Quoting DivineWrath, reply 3

At this time, if you hover your cursor over the numbers, you'll get that sort of information. For instance, if you have 5 planet factories (same type) and 3 starbases with factory modules (same type), it'll show those numbers (and the number used). If you had different types, they would get their own lines.

Just a warning, some number don't display anything, and some don't always work right.
End of DivineWrath's quote

I'm aware of that. The bonuses to manufacturing, research, wealth, influence, approval, and food, can be looked up easily enough for the most part. However, that isn't the case for the other bonuses, like planetary defense, tourism, trade route value, logistics, and so on. If they were unlocked by an event, you will not be able to look them up at all.

Reply #5 Top

My bad. I didn't check names. I thought you were some random person who was new to this game.

 

Reply #6 Top

Quoting Gaunathor, reply 4

However, that isn't the case for the other bonuses, like planetary defense, tourism, trade route value, logistics, and so on.
End of Gaunathor's quote

Are you sure that at least some of these bonuses are not empire bonuses rather than planetary bonuses? If tourism follows the same model as in GCII, that bonus only really makes sense as an empire bonus (unless a 'tourism' bonus means that the planetary influence counts for more than just the influence suggests, rather than a bonus to tourism income or something like that), though I haven't yet paid any mind to how tourism works in GCIII. Per-planet logistics caps are of very little value to me currently, as I see no reason to tie up a fleet defending a single planet when I can keep my worlds safe from sudden assault by transports using just one ship each and employing the majority of my ships in significantly more useful mobile fleets, and at any rate I see no real reason why the ability to station an extra ship on a random planet within my empire is of any significance to me; additionally, given how abstractly Galactic Civilizations handles logistics, I would find it odd for some worlds to be able to manage more ships than other worlds could. Trade route value I could see being either an empire-wide or a planet-specific bonus, but I would also say that it's not something I'm particularly likely to care about in a sufficiently large empire; I'm just not going to dig through all my worlds to figure out where the best trade value bonuses are, not if distance and population return as important factors in the profitability of a trade route, even if the bonuses are conveniently summarized in and included on a nice table like the Civilization Manager of GCII.

As far as planetary defense bonuses go, while I find it entirely reasonable for that kind of bonus to be planet-specific, it's also not a bonus I care terribly much about. That there are a couple random planets in my empire that are harder to invade for some reason than their population and improvements would suggest just does not matter that much to me. It's not like I can choose which world gets the bonus, so it's as likely to be a backwater off at the edge of the map as a border world close to a faction I'll end up fighting. Would it be useful to see that the planet has a bonus to its defense? Well, kind of, perhaps, if I want to ensure that my planets are all at least some minimum level of roadblock for an invader, but on the other hand I can't think of a time in GCII when I actually bothered to build a Planetary Defense structure that provided no other bonus. If I can maintain control of the space around a planet (or the path from the enemy to the planet), then I don't need to have a high planetary defense rating on the planet because it's either not going to be attacked (because I intercepted all the transport groups coming in to invade) or I can take it back before it becomes a problem (because I have control over the space around it), and in either of those cases planetary defense bonuses are not helpful (in fact, in the second case where enough transports do slip past my fleets to take the world, I would consider it to be more of a hindrance because then I have to face the same planetary defense bonuses to reclaim the world, and even when I control the world it's contributing less to the empire than it might otherwise be doing if I'm wasting space on Planetary Defense structures). In the case where I cannot control the space around it? It's going to fall eventually anyways. Prolonging the window that I have to reclaim space control in the area is useful, but not essential, and means that if the planet does fall and the enemy does not raze all my Planetary Defense structures it's more of a speed bump when I come to reclaim the area (this is also true for the event-granted planetary defense bonuses).

Would it be good to have a summary of the planet-specific bonuses that apply to a specific planet? Certainly. But the ones I care about are already there, and the ones you named as not being present are something that should not be planet-specific (logistics), could go either way for planet-specific versus empire-wide (tourism, trade value), or more or less do not matter (planetary defense).

Reply #7 Top

I agree.

Reply #8 Top

Quoting joeball123, reply 6
Are you sure that at least some of these bonuses are not empire bonuses rather than planetary bonuses?
End of joeball123's quote

Planetary defense is definitely planetary. So is the reduction to the logistics cost of ships from the Hyperion Logistics System (though it doesn't seem to work right now). I'm not sure how tourism and trade route income work, but several of those bonuses are unlocked via one-per-planet improvements, galactic wonders, and a starbase-module. So they seem to be planetary (the game-files corroborate this, because the colony is the target-type for the bonuses). In any case, even if most of those bonuses were empire-wide, I would still like to see them in a planetary summary, because it makes it easier to find out where all the bonuses are coming from (which could make testing easier too).

Quoting joeball123, reply 6
It's not like I can choose which world gets the bonus,
End of joeball123's quote

While the planet trait is fixed, there are a couple improvements which give a planetary defense bonus too. So you can choose which planet gets it.

Quoting joeball123, reply 6
but on the other hand I can't think of a time in GCII when I actually bothered to build a Planetary Defense structure that provided no other bonus.
End of joeball123's quote

The PD didn't work anyhow (never has). Only the Arcean Space Cannon and Cathedral of Valor actually provided the bonus.

Quoting joeball123, reply 6
Would it be good to have a summary of the planet-specific bonuses that apply to a specific planet? Certainly. But the ones I care about are already there, and the ones you named as not being present are something that should not be planet-specific (logistics), could go either way for planet-specific versus empire-wide (tourism, trade value), or more or less do not matter (planetary defense).
End of joeball123's quote

It's not important whether the bonuses "matter" or not (that's subjective anyhow). Seeing what a planet contributes to the empire, on the other hand, is. There are also several more bonuses in the game than I mentioned. For example, the Hyperion Sensor System provides a bonus to the sensor-range of ships build on the same planet, and the Hyperion Supply System does the same to the support-range (though I still have to test whether they work).

Reply #9 Top

I still agree with Gaunathor. 

Hovering over something to get a set of meaningless numbers without a clue as to how they effect everything just doesn't cut the mustard.   This stuff should be transparent and tabularized just like it was in GC2, seems like a case of throwing away the baby with the bathwater.

I personally think that improvements like the Hyperion ones should be 'Galactic Wonders' and have their effects empire wide, otherwise they seem a waste of time when they really need building on your home-world when they have such limited effect, but, of course, your home-world is filled with early production and research stuff with no 'spare' tiles.

I know it is still relatively early in game development but it seems that the 'Galactic Wonder' concept has been abandoned.


Reply #10 Top

Quoting Schaefespeare, reply 9
I personally think that improvements like the Hyperion ones should be 'Galactic Wonders' and have their effects empire wide, otherwise they seem a waste of time when they really need building on your home-world when they have such limited effect, but, of course, your home-world is filled with early production and research stuff with no 'spare' tiles.
End of Schaefespeare's quote

The Hyperion improvements are all Super Projects (not sure, if that term is still used in GalCiv 3), so each race can build them only once. Making their bonuses empire-wide, however, would certainly make them easier to handle (especially for the AI). Although, I'm not sure as far as balancing is concerned. Some of those bonuses increases with the level of the improvement. Still, as long as only newly build ships get the bonus, it shouldn't be too bad.

Quoting Schaefespeare, reply 9
I know it is still relatively early in game development but it seems that the 'Galactic Wonder' concept has been abandoned.
End of Schaefespeare's quote

Far from it. There are already several of them (like the Shrine of Tandis and the Galactic Bazaar). However, there is currently nothing in the game to visually tell the different types of improvements apart.

Reply #11 Top

Hi Gaunathor and all,

I recall that in GC2 the 'Hyperion' improvements were both 'Super Projects' and applied Empire wide.  They were balanced by being fairly costly to build, but without any other limitations.

Glad to hear there are 'Galactic Wonders', but I feel that they should be in a separate listing division or at least in the 'projects' list rather than 'improvements' list to distinguish them from the run-of-the-mill stuff.

The one thing that is a definite big plus factor, is the auto-upgrade to the later version of the improvement.  However that can become road-blocked when you get an item like the upgrade to Xeno Medical Centre taking [and I Quote] "4294967295 turns" to complete.  Seems to me they have a 2's-complement value there, and the only cure is to use the debug "cheat" console to 'finishprod next'.  I can't remember which other improvements this applies to but it's not the only one.

Sorry but I haven't researched too far down the 'farming'  tech branch but can only remember one of the earlier upgrade techs resulting in just an additional 1-unit result which dissuaded me from persuing it when there is so much Warfare to research [I was well into 'the age of War' before I touched this research].



Reply #12 Top

Quoting Schaefespeare, reply 11
I recall that in GC2 the 'Hyperion' improvements were both 'Super Projects' and applied Empire wide.  They were balanced by being fairly costly to build, but without any other limitations.
End of Schaefespeare's quote

True, with the exception of the Hyperion Shipyard (+1 speed to ships build on the same planet) and the Hyperion Matrix (cheap, Thalan-only Galactic Achievement with +16 to manufacturing and research, +8 to food, and +2 to PQ).

Quoting Schaefespeare, reply 11
However that can become road-blocked when you get an item like the upgrade to Xeno Medical Centre taking [and I Quote] "4294967295 turns" to complete.
End of Schaefespeare's quote

The Colonial Hospital and the Xeno Medical Center have the same cost (39), so that could be the reason for this behaviour.

Reply #13 Top

Sorry but that doesn't help me understand why it's going to take almost 5-Trillion turns to build, especially when the more mundane are probably averaging somewhere in the teens' and  XMC is a few down the build Queue.


Reply #14 Top

Quoting Schaefespeare, reply 13

Sorry but that doesn't help me understand why it's going to take almost 5-Trillion turns to build, especially when the more mundane are probably averaging somewhere in the teens' and  XMC is a few down the build Queue.
End of Schaefespeare's quote

It's basically a divide-by-zero error. The cost to upgrade the Colonial Hospital to the Xeno Medical Center is 0, because the manufacturing cost for both is the same. 0 divided by your current production = error. However, instead of simply showing "error" (or simply "1 turn" as it should), the game gives out an impossible large number. At least, if I'm correct in what the problem is. Which may not be the case.

Reply #15 Top

Thanks for the explanation, makes perfect sense now.  I too tend to think that other people know what I know, because if I know it, it can't be that difficult for others not to know it.  Sadly I still forget this more often that I should.  So what is needed to fix this is some Boolean evaluation of the results of the calculation somewhere within the exe or a dll file.  [Oh dear, did I just prove my previous sentence ?].


 

Reply #16 Top

from my understanding this was purely a visual error even though it would report 5T turns it would actually only take 1 or 2 to complete

and if it is simply a divide by 0 error as it appears simply changing the base cost by 1 or making an upgrade always cost a minimum of 1 should fix it