Opinions about the adjacency bonus

Hi all

After playing the game for a while I get the feeling that the adjacency bonus is more or less a no-brainer. Depending on what specialization I choose for the planet it is just about putting down all the structures (research, industrial or economy) with structures giving high adjacency-level-bonus i the middle and structures with less adjacency-bonus in the periphery. This is of course under the assumption that one chooses to specialize the planet in one the three lines. And I think that planetary specialization is more or less the way to go if one is looking for the maximum planetary output (be it research, wealth or economy). Perhaps this will change when taking into account production bonus from approval, which I don't think work right now?

Isolated tiles I use for supportive building such as approval.

Perhaps the adjacency-bonus will become more complex through later betas, but now I don't think it adds that much.

Did a quick search I didn't find a thread discussing this. So what are your opinions?

Sincerely

Nemo

6,797 views 10 replies
Reply #1 Top

The adjacency bonuses are pretty obvious, as they should be. The decision points come when space is limited and you need to choose weather to give up an adjacency bonus for a different kind of building that would help your planet, and also when to give up a tile bonus for an adjacency bonus and vice versa. The former will be more important if they make it more important to build approval buildings, but there are also influence buildings, military, and trade buildings that will likely make these decisions more interesting.

Also, the production bonus for approval is working, there just isn't an easy way to see that it is. If you do the math, it is being factored in.

Reply #2 Top

My only problem with it is the planet tile bonuses themselves. Having a manufacturing bonus on one side of the planet and another on the other side means I can't use a power plant as effectively. Or say, a food bonus on an isolated tile. 

Sure, a bonus is a bonus, but they seem a little random at times. Why am I getting research bonus tiles on a level 9 planet with manufacturing traits? Especially if there is a penalty to whatever the tile bonus is.

Also, the way terraforming is handled, I have seen some low level planets that can be expanded greatly and 9ish planets have no terraforming tiles. It really seems with the sensors and everything else I should be able to see the planet BEFORE colonizing. Then I can see which planets have tiles that I can use more effectively with adjacency bonuses. Some are so fractured it is hard to get more than a couple.

 

 

Reply #3 Top

I also agree it would be nice to unlock in the 'sensors' line of tech the ability to see the planets tiles PRIOR to colonization if possible. This would really go a long way to helping optimize my empire or give priority to colonization. 

 

Also I am not sure on some tiles value. For example I would lay down a factory on a 'Soldiering/Defensive tile if that planet is in my inner core of impossible to invade worlds at first. 

 

Also there are tiles which give a bonus to wealth and another (which is more common) to Tourism. I would like to know how much better it is to research tourism techs. Also what are tourism buildings? As Altarians I cannot find them or perhaps I am not seeing them. I would appreciate a quick pointing and a name of the building. 

 

Tourism over putting down a research lab? hmm. Also I notice that you STILL get some benefit of the bonus even though you do not have the proper type of building on tile.

Reply #4 Top

Quoting Larsenex, reply 3

Also there are tiles which give a bonus to wealth and another (which is more common) to Tourism. I would like to know how much better it is to research tourism techs. Also what are tourism buildings? As Altarians I cannot find them or perhaps I am not seeing them. I would appreciate a quick pointing and a name of the building. 

End of Larsenex's quote

I don't think tourism will get you much if anything until beta2 where diplomacy and trade kick in.

Reply #5 Top

Ok, however it 'seems' that we would actually make MORE money via tourism and trade than trying to do straight wealth via direct tile bonuses. It worked that way in GC II and hope its like this in GC III. 

 

I imagine but not sure that if you have 'trade routes' from a planet with Tourism bonus tiles and tourism improvements on it, it would make MORE money than a route that is say just from your capital to another empire. 

 

In GC II I would focus ALL of my routes out of my capital and then surround the planet with trade+production star-bases to maximize wealth production. 

 

I suspect that with the new system, you can still do that but originating trade routes from these 'tourism' improved planets will net you more wealth. 

Reply #6 Top

i like the adjacency. common sense system which is easy. i think the sensor tech is where it should be imo. enough in to once you have settled your core worlds and got them to a reasonable state you can then focus down the rest of the planets you might want. having the tech too early would just have people rushing that line of research in lieu of other tech. sure you can still do it but the turn effort to rush there only to find planets which at best have 2 better place settings. Might not be worth the rush :)  

Reply #7 Top

Quoting Larsenex, reply 5

Ok, however it 'seems' that we would actually make MORE money via tourism and trade than trying to do straight wealth via direct tile bonuses. It worked that way in GC II and hope its like this in GC III. 

 

I imagine but not sure that if you have 'trade routes' from a planet with Tourism bonus tiles and tourism improvements on it, it would make MORE money than a route that is say just from your capital to another empire. 

 

In GC II I would focus ALL of my routes out of my capital and then surround the planet with trade+production star-bases to maximize wealth production. 

 

I suspect that with the new system, you can still do that but originating trade routes from these 'tourism' improved planets will net you more wealth. 
End of Larsenex's quote

 

I suspect overall you have the right idea. It makes sense that tourism would generate wealth. Perhaps it will give influence benefits as well. That being the case, breaking trade routes/open borders would really hurt. Not that I am against it, as it makes sense. I prefer they do something a little different, like capping starbase benefits, so you can't just build multiple starbases and have all trade go through them. That seems, to me, like an exploit. 

Reply #8 Top

Tourism in GalCiv II was basically galactic population x your % if galactic influence. If it is the same in GalCiv III, then in addition the the tourism improvements, which are in Beta 1 and buildable, you can increase your tourism by increasing your influence. 

Reply #9 Top

Also in GC II a common tactic was to immediately initiate trade (researching trade) with a belligerent Jerk like Kona. This would  generate revenue for both of us and also give diplomacy 'weights' (for nonaggression)  on whether he would declare war on me. He sees me as week but at the same time I am helping him fund his war machine. This prevented a lot of wars with him till I was able to field a fleet and deal with him.

 

I hope trade and tourism also play a (significant) role in diplomacy and relations as it should and does in the real world.

Reply #10 Top

I would often just set up trade routes with the furthest civ I could reach just to get the wealth from extra distance

one thing I would like to see is bonus's for having a network rather then just single trade routes say an additional  1.0 to .1 X modifier per civ your trading with

 modifiers could include

  1. access to unique trade goods
  2. trading with two or more civs that are at war with each other
  3. having a trade monopoly with a certain civ
  4. major or minor civs 
  5. Rarity of "common" trade goods