Some Beta Questions

   I'm sure I'm missing something, and it may be in another thread or Wiki somewhere, but the following are confusing me:

   1)  Can you have more than 1 tourist building on a planet?  I can only build 1 port of call even if I have 2 tourist boosting tiles.

   2)  Is Approval in?  I rarely have problems holding 100% approval.

   3)  Benevolent Outreach 2 and 3:  2 says a class 10 planet but gives me a random class planet each game, and 3 does not boost starting population in new colonies.

   4)  How useful is +10 production in new capital (Malevolent).  I have no idea what it actually does.  There is a tech that grants +1 per planet, same question.

   5)  Why can't we choose how to specialize a starbase when we plant it?  Makes more sense than sending a second constructor and trying remember which starbase was built for what.

   6)  Is there a UI that shows which choice you took on founding the planet?  Or is it only available in mouseover?  Being able to see at a glance if a planet is + production or - approval would be nice.

   7)  Tourism seems unbalanced / OP / wip.  Once I get it I rarely need to put any production into wealth.

   8)  Seems wasteful that the free planets you get from Benevolent start at max pop.  I use colony ships to siphon off the pop so it will grow back.

8,424 views 11 replies
Reply #1 Top

Some (a few) answers:

2) It's not hard to keep morale at 100% if you keep your food supply higher than your population.  If the population gets close to the food supply max your approval starts to drop.  I expect the developers will do some tuning with this in later stages of the beta.

3) These problems have been reported already in the Support forum, hopefully they (and other problems reported in Ideology) will get fixed.

7) Agreed, I generally set my production such that I save 0 at the beginning and then make a beeline for the tourism tech when I start to run out of cash.  After that I don't have to worry.  Will probably be tuned later.

Reply #2 Top

1) You can only build one port of call... I don't remember if there are other tourism buildings in right now.  I think there used to be, but it got changed to Port-of-call upgrade (?)

2) approval is in, but usually very easy right now.  Look at your morale and shift your buildings to farms if you've got lots of extra morale.

3) broken, indeed.  I believe a few others are not working quite as described.

4) useful at the beginning.  I'm not sure if it adds 10 to manufacturing or overall production - that gets confusing sometimes and I think the tooltips are weird about it.  But the malevolent line give huge manufacturing bonuses later on, so its worth it.

5) I would like that.

6) I would also like that.  Unfortunately, that's not in right now.

7) YUP

8) I prefer they start at max pop, since production is tied to population.  You can get farms and hospitals quicker.

Reply #3 Top

1)  The question made me curious ebiygh to dig into the improvementdefs.xml files, PrecursorSouvenirs under wealth give:

<Stats>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.1</Value>
</Stats>

along with whatever this does:


<LevelEffectStats>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.05</Value>
</LevelEffectStats>

KrynniacMinistry & sanctuary also gives some  Given the <GiveBonusToNeighborType>Tourism</GiveBonusToNeighborType> that the port of call line has, it's more than a little odd how there are basically no tourism building improvements beside that line itself.  Although, it could be that right now they are looking for the right values for tourism & basically having only the one line helps

 

Reply #4 Top

Quoting Tetrasodium, reply 3


along with whatever this does:


<LevelEffectStats>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.05</Value>
</LevelEffectStats>

End of Tetrasodium's quote

My guess is that it deals with adjacency bonuses.  I've only fiddled around with the xml files a little bit and haven't touched buildings, but it looks to me like it tells the game that the building gets Tourism adjacency bonuses, and that each level gives +5% to Tourism (same as Port of Call)

Reply #5 Top

Quoting Publius, reply 1
2) It's not hard to keep morale at 100% if you keep your food supply higher than your population.  If the population gets close to the food supply max your approval starts to drop.  I expect the developers will do some tuning with this in later stages of the beta.

End of Publius's quote

Pretty sure as of the last beta, population pressure isn't in the game anymore.  It's now tied to "Goods and Services" (as well as other bonuses floating around).

Reply #6 Top

I had the opportunity to learn more about the Motivation I (Relentless) bonus. +10 to production means +10 to overall production.  So if your economy wheel is split even 33% to each manufacturing, research, and wealth, each will receive about 3.3 to raw production.

This means that the bonus is multiplied through your buildings.  It is also affected, naturally, by race bonuses; with Yor I got +12 added to my raw production.

Here are the test numbers from my capitol, setting everything to 33%:

Before Motivation I:

7.3 Raw Manufacturing -> 38.7 Total after building buffs

7.3 Raw Research -> 7.7 (no research buildings)

7.3 Gross Income -> 2.3 net

------

After Motivation I:

11.3 Raw Manufacturing -> 60.1 Total

11.3 Raw Research -> 11.9 Total

11.3 Gross Income -> 6.3 Net

 

10*1.2(Yor Productivity Bonus) = 12 Productivity.  +4 to each one, though if you have the wheel set to 100% manufacturing, you will get to 10-12 (depending on civ) manufacturing, of course.

 

So, taking the bonus actually is a nice benefit to your capitol.  With a population of 10, I went from 21.9 total raw production to 33.9, an increase of over 50%! The increase will be somewhat less significant at higher populations, but still very useful.

 

Reply #7 Top


4)  How useful is +10 production in new capital (Malevolent).  I have no idea what it actually does.  There is a tech that grants +1 per planet, same question.
End of quote

+10 production is awesome. It's basically 10 population that you don't have to feed, keep happy, and doesn't suffer diminishing returns once your planet is growing. Early game it will double the output of your capital and even with 40 population it will be more than a 25% boost.

 7)  Tourism seems unbalanced / OP / wip.  Once I get it I rarely need to put any production into wealth.
End of quote

This is just balance, Paul has said multiple times during streams that money is too easy to come by in the current build. Part of that is to let the players do more things and part is just that they haven't done a ton of balancing yet.

Reply #8 Top

  Really loving +10 production, rest of malevolent seems meh.  +5 pop per colony ship seems OP, doubling pop on arriavl seems like a better idea once it is implemented.  Actually got my extra tiles from Outreach 4.  Surprised me, would have waited if I knew it was working.

   Some buildings seem off.  Temple of Enlightenment is an approval structure?  I surround it with ideology buildings and I get more research?

  Would like more planet tile improvement techs.

  Really wish I knew which planet was ebing colonized, so I could choose + influence choices for border colonies and skip + research for low quality planets.

   Any discussion of maxing base pop = base quality of a planet?  or would that overnerf class 4s too much?  Seems odd that your "mars" has a base pop same as a class 14.

 

Reply #9 Top

Quoting Ex, reply 8


Really wish I knew which planet was ebing colonized, so I could choose + influence choices for border colonies and skip + research for low quality planets.
 
End of Ex's quote

 

If you say "No" when the game asks you if you want to colonize the planet, you'll then have time to look at what planet it is and figure out what you might like for it, then move the ship to colonize the planet.  All you're doing when you select "no" is stopping the ship from moving into the planet, so it won't waste any turns or movement points - it will be an Idle Ship, which has to be dealt with before the turn progresses.

 

Any discussion of maxing base pop = base quality of a planet?  or would that overnerf class 4s too much?  Seems odd that your "mars" has a base pop same as a class 14.

End of quote

Max population is based on food production, and food production is given by the colony capital and farms.  Every colony gets the same capital, but a good planet will be able to build more farms and get more food and morale buildings to accommodate a higher population. 

Remember that the worlds you are settling are undeveloped, so whether you are landing on a tiny world or landing on a big world, you have the same resources available at first. (the capital)  The potential and development of a world determine what it will become.

Reply #10 Top
Quoting Turkwise, reply 9

If you say "No" when the game asks you if you want to colonize the planet, you'll then have time to look at what planet it is and figure out what you might like for it, then move the ship to colonize the planet.  All you're doing when you select "no" is stopping the ship from moving into the planet, so it won't waste any turns or movement points - it will be an Idle Ship, which has to be dealt with before the turn progresses.

End of Turkwise's quote

 

  That makes life a lot easier, will do it, thanks.

 

Reply #11 Top

Quoting Turkwise, reply 9

If you say "No" when the game asks you if you want to colonize the planet, you'll then have time to look at what planet it is and figure out what you might like for it, then move the ship to colonize the planet.
End of Turkwise's quote

Another similar solution is to send your ships to one tile away from a planet rather than to the planet itself. They should make it clearer what planet you are colonizing, but this is a decent work-around.