Crusade Feedback edit: Holy Hell Batman, These Upgrades Are Buggered!

First, this is a nice improvement to what were some really easily exploited mechanics.  I've never been able to handle high level AI settings in GalCiv, can't handle em in Civ games either, it's sad.  Until the third iteration anyway, where you could have massive production super powers using the right buildings and adjacencies with layers of starbases in orbit.

 

I expect I'm going to have to turn it down from gifted now, so that's nice.  Not so nice is social production.

 

Social production adjacency bites.  What do you get when you build a starport at a planet?  A planet that is better at producing space ships.  What do you lose?  Large quantities of adjacency bonuses.  My factories boost the starport, but the starport doesn't boost the factories.  Which means a starport surrounded by factories gets you nice base production, and not so hot total production.  The starport isn't too shabby, since you're going to be pumping loads of production in a major ship facility and that missing 15% production is negligible next to the base level increase.  Why would I ever build social only improvements though?  Either I'm creating a fleet producer, or I need enough production to build up the planet.  Once I have my population up a bit, that +1 is going to be pretty small potatoes, and what have I got room for, two, maybe three production buildings at the typical planet?  Once you're in the 20-40 population neighborhood, it's absolutely terrible.

Edit: With fixed factories, the mine is actually quite useful(because you literally can't make a research/money focused planet with low production without one) but it still bites.  Why?  Because that damned social production adjacency sucks.

872 views 19 replies
Reply #1 Top

Remember that population affecting raw production is more realistic. The reason to build social production is temporary. 

Reply #2 Top

Production now increases only as the square root of population.  There's really no reason to go to the pre-Crusade levels of 20-80 population anymore.

But on your point about social construction, I agree, it's really better to build a space elevator and surround it with factories than the do the same with a shipyard.  Unless you have room to do both.

Reply #3 Top

The starport really isn't too bad so long as you're trying to build other things that will give it big adjacency boosts, particularly if you have a +3 tile to stick it on as well.  I did a few of them.  But yes, it's typically subpar and you get a major boost from a factory surrounded space elevator instead.

 

Remember that population affecting raw production is more realistic. The reason to build social production is temporary.
End of quote

 

I noticed that population gains were nerfed, but they're still far greater than the measely +1 you're getting from the mine.  With cities, it's very easy to get higher population now without devoting entire clusters to farming.  There's certainly little reason to aim for 80, but 20-40 looks to be a typical population level on decent planets in the later stages of the game.

 

This also assumes that the deep core mine is even worth it temporarily.  The circumstances where you wouldn't benefit from space productions come down to two, ones with factory adjacency, and ones without.  In the case of locations where you have no adjacency, you can build a space elevator and a deep core mine for a flat +3 to social production, and rapidly have your production up to around 5, or you can stick with 4, skip the silly mine, and build a boosting factory.  This rapidly matches and then exceeds the total amount of production you'd have with the mine.  Building it in the first place costs you

If you do have adjacency, then you can get +4 social production with the adjacency bonus, but you can also get an adjacency with an adjacent factory, so you're still only down one point because the poor space elevator doesn't get an adjacency bonus from the damnable mine.  If you can add a factory to both of them, then you're getting somewhere, but now you're up to three adjacent manufacturing buildings on a planet that's going to be doing something other than manufacturing loads of stuff.  Aside from a planet dedicated to special projects, it's still at best a marginally useful short term choice, primarily because it has a useless adjacency bonus that cripples it's effective placement.

Reply #4 Top

OUCH!

 

I don't know how long they've been like this, but the improvements are severely hosed.  Like I typed them while asleep hosed.

Basic improvements from first to last level in total percentage increase:

Research

10--5--75--10--12.5--15

Manufacturing

25--5--7.5--10--12.5

 

I didn't go poking around further, the files are in need of some proof reading.

Reply #5 Top

Quoting psychoak, reply 4

OUCH!

 

I don't know how long they've been like this, but the improvements are severely hosed.  Like I typed them while asleep hosed.

Basic improvements from first to last level in total percentage increase:

Research

10--5--75--10--12.5--15

Manufacturing

25--5--7.5--10--12.5

 

I didn't go poking around further, the files are in need of some proof reading.
End of psychoak's quote

That's been reported on the Discord channel, there are definitely some typos both in there and in the tech definitions.

Edit: Note thought that the first research building is a one-per-planet, which is why it is higher.

Reply #6 Top

They're not bugged you should look at the difference between something that can be built once versus something you should build multiple of.

 

Reply #7 Top

Quoting Frogboy, reply 6

They're not bugged you should look at the difference between something that can be built once versus something you should build multiple of.
 
End of Frogboy's quote

Not true, the Factory can be built multiple times and gives +25% production, higher than any upgrade, as I and at least one other have reported in Discord. As I already noted above, the first research building is one-per-planet, but the Factory is not.

Reply #8 Top

As for the other typos I mentioned, there are two weapons miniaturization tech specializations (one beam, one kinetic) that require 1500 research whereas the other specialization choices at that level are only 150, and the same missile choices are all 150.

Reply #9 Top

True about the factory.  But the Data Center can only be built once.

The Factory is already fixed internally.

Reply #10 Top

Quoting Frogboy, reply 9

The Factory is already fixed internally.
End of Frogboy's quote

Good to hear.

Reply #11 Top

Publius I have simply took the mastertechdefs and fixed the overflow bug regarding miniturization on Beams and Rail guns. I don't know if it will get fixed for today's release.

Reply #12 Top

Does being fixed internally mean it will be fixed for the actual release today?

 

Reply #13 Top

Quoting Larsenex, reply 11

Publius I have simply took the mastertechdefs and fixed the overflow bug regarding miniturization on Beams and Rail guns. I don't know if it will get fixed for today's release.
End of Larsenex's quote

I did the same, and also modded Improvements to fix the factory.  I guess when I get the official release later today I get rid of that one.

Reply #14 Top

Really excited to get started trying this. However:

 

- Is this going to be back-compatible with the likes of GRM mod? And my many other mods, or am I going to have to wait for updates to them? :)

- The Torians don't have a lifeform type...did they get forgot?

Reply #15 Top

Ash,

Given the number of changes, you will likely need to update your Mod.

The Torians are of the "Amphibious" life-form type.  

Reply #16 Top

Brad, that nice 75% science increase in the middle of going from 5-15 isn't colony unique either.

Reply #17 Top

Quoting Taslios, reply 12

Does being fixed internally mean it will be fixed for the actual release today?

 
End of Taslios's quote

The factory was fixed for today.  Anything else labeled as 'internal' will be in the next patch.

Reply #18 Top

Having played with fixed factories(which are worthless :)), the mine is clearly not worthless, but I must stress, once again, that social manufacturing adjacency is not subjectively, but objectively, absolutely worthless.  For most factions, there isn't a single improvement you can build to take advantage of the adjacency.  It's basically an empty bonus aside from a couple factions that have work structures with both Manufacturing and MaxManufacturing listed in the improvement types.  There are even structures that specifically boost Manufacturing, that don't have it as a type and thus get no adjacency from the mine.
Building upkeep is horrendous.  Factories that aren't around a real production structure are 1 whole upkeep for some tiny fraction increase to an already small base production level.  As presently balanced, single tiles are only good for all the not particularly useful galactic wonders that give you a citizen or something and have absolutely nothing else going for them and thus server as a gaping hole in planet productivity anyway.  Small groupings are only good for morale/influence combos, farms, cities.  Only major collections are at all worthwhile to build serious production in and almost everything valuable to center around is either a galactic wonder or a player wonder outside of the manufacturing trinity.  All of them that are, are best grouped around each other in one massive cluster fuck of awesome proportions, as the high adjacency increases will produce a maximized base and multiplier for a single planet with hundreds of production, instead of lots with a dozen or so.Also, I don't know if this was intentional or not, shipyards are a necessity for every decent planet.  Base manufacturing is not split between ships and improvements, and the ineffectiveness of factories, outside of surrounding mines/elevators/ports means you really don't want to waste the dozens of points you'll have sitting around on even really slowly upgrading planets.  Even if you can't afford all that ship production, you can just use them for treasure hunts and other such things that get you resources instead of resource draining ships, turning that wasted production into more productivity.

 

Edit: It sounds like I hate the game when I read the post.  I'm actually finding it to be a great improvement over GC3.

Reply #19 Top

More buggies.  The campaigns are broken.  The poor terrans are missing minor little details, like basic factories, in their tech tree.