[Question] Useless Techs

Quote from this post:

https://forums.galciv3.com/464227/get;3542824

In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems.

However, these systems are all based on hexes.

"Move 1" = 1 hex displacement.

"Ship Range 20" = 20 hexes max range displacement.

"Sensor Range 4" = 4 hexes range visibility.

Per example, with 10% bonus to Ship Move:

10% for 1 move will be 1.1, rounded down to 1.
10% for 9 move will be 9.9, rounded down to 9.

So, this tech is useless before the ship has at least a speed of 10 moves.

Is this going to be fixed?
End of quote

5,375 views 8 replies
Reply #1 Top

  Not useless.  Other things (like trade resources) also boost speed, and they all stack.  Only useless if you use ships without engines.

  Less useful than some other options, certainly.  I prefer reduced engine mass so I can fit more weapons on my ships and still have decent speed.

 

Reply #2 Top

%boost to moves are great and i always take them when I can.  As noted, they stack.  Furthermore. at .5 and above, they round up, not down.  Thus something with 4.5 move becomes 5, which is a tremendous advanatge in the early game.  At least, IMO.

Reply #3 Top

As far as "useless techs" go, as far as I know, the only confirmed useless one right now (in the Terran Tech tree at least) is Antimatter Containment.  It used to provide an anrimatter improvement, but that was taken away when resource based improvements were expanded.  But nothing was put back into it to replace it.  

The other potential candidate is the Precursor Relic Focus spec tecs.  I started a thread on that to get feedback on them, and so far no one has been able to figure out just what they do.

Reply #4 Top

Must be functional in all conditions, should be adjusted or removed.

This should be true for all techs in the game.

Reply #5 Top

It's by design. Techs aren't intended to be functional in all conditions. You may unlock the ability to colonize tier 2 worlds even though their are none around. You may unlock an improvement you never build.

Reply #6 Top

In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems.However, these systems are all based on hexes."Move 1" = 1 hex displacement."Ship Range 20" = 20 hexes max range displacement."Sensor Range 4" = 4 hexes range visibility.Per example, with 10% bonus to Ship Move:10% for 1 move will be 1.1, rounded down to 1.10% for 9 move will be 9.9, rounded down to 9.So, this tech is useless before the ship has at least a speed of 10 moves.Is this going to be fixed?
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I have no idea why something should be fixed that actually will make you think in how to design your ships etc pp. If you have a racial speed ability of 10%, and you want to design a potentially fast ships, such as a Surveyor or Explorer or Interceptor you just look at your racial stats and then, decide to add engines thta will add up to +10 speed in order to get the extra +1 speed. It's not too complicated now is it?

Reply #7 Top

@Derek Paxton

It seems a bit strange to let the player research a tech which does not give him immediate benefits, but if you say it's by design.

Thank you for the answer. :)

@Maiden666

No, it's not complicated, just different. :)

Reply #8 Top

Quoting BuckGodot, reply 2

%boost to moves are great and i always take them when I can.  As noted, they stack.  Furthermore. at .5 and above, they round up, not down.  Thus something with 4.5 move becomes 5, which is a tremendous advanatge in the early game.  At least, IMO.
End of BuckGodot's quote

 

It always rounds up.

 

Whenever I colonize a planet with a prometheon stone I always get +1 move on all my ships.