Thanks for the link (I hadn't seen this in my search....)! That explains things. So the soldiering bonus would have been the better way to go....
CrankyMoe
In the Military tech branch, I researched Military Specialization (Defensive Fortifications) which supposedly gives Planetary Defense +10%. Now when I look at a specific planet, its Planetary Defense still shows 0%. Does anyone know if the tech bonus is applied "behind the scenes" whenever I'm invaded? From looking at ThalanTechDefs.xml, I see that this bonus is encoded thus: PlanetaryDefense</EffectType
Thanks. That's what I suspected. As I think about it, trying to unravel the tangle of dependencies to update an old-version game state completely to a new version could be quite the challenge.
If this is correct -- http://galciv3.gamepedia.com/Ground_invasions -- planetary defense of 100% means 100% of the invading troops will be wiped out before they ever land. Though maybe the Drengin would enjoy womping on the would-be invaders even more than that.... [e digicons]:D[/e]
Posted question about tech not updating to Support here: https://forums.galciv3.com/newpost/forum/1067
An example: I'm running the 1.02 opt-in version and I'm interested in the Yor "Reproductive Augmentation" tech in the Propagation branch. If I start a new game in 1.02, the bonus reads "+1 Synthetic Population Cap". If I do nothing but research to this tech, I see the pop. cap of my homeworld Iconia increase correctly. Now...I have an old Yor save (from 1.00 or 1.01, not sure) where I have not yet researched "Reproductive Augmentation". When I load
I assume you mean "Reproductive Augmentation". In the 1.02 opt-in patch, this has been changed to give a bonus of +1 Synthetic Population Cap. I ran a quick test game from scratch and confirmed that this happens (Iconia pop. cap increased from 19 to 20). In 1.01, I couldn't figure out what it did either. Edit - I'm running 1.02, and I tried loading an old save game (don't know if it was from 1.00 or 1.01) and I see the tech's bonus is different:&nbs
Resistance > 100% confirmed in my game, like Publius of NV states. Preparedness Center in a triangle with Planetary Defense System and Military Academy will do it. High Approval also adds to resistance -- looks like 100% Approval provides +25% resistance.
Thanks. Planetary Defense must be the key. I have yet to see/invade a planet with a non-zero planetary defense, so invasions have been frightfully easy so far. I'm playing on normal difficulty, so maybe I need to kick it up a notch to see some more fight from the AI. Edit - Seems it's more complicated than I first thought. Found http://galciv3.gamepedia.com/Ground_invasions which is supposedly
I would greatly appreciate some help in understanding how the likelihood of invasion success is calculated. I invade a planet with a force of 4 and soldiering bonus of +30%. I see that gives me an invader power of 5.2 . That's easy to understand (4*1.3 = 5.2). The defending planet has population 16.2, resistance 51%, planetary defense 0%. That gives defender power of 8.3 (16.2 * .51). So I'm outnumbered, bu
I completely agree. I also dislike having to make snap trade decisions without being able to first check on the state of my empire. Same goes for United Planets proposals. World leaders don't make decisions like these without much consultation with their advisors! Also, when an AI friend has asked for help, I wanted to give them a ship with the deal, but of course I can't tell just from the ship names which one would be most appropriate. It would be gre
Thanks TMPhoenix. Then I am guessing that "Manufacturing +5%" listed twice means there is a +5% bonus for both social and military manufacturing.
When I hover over the "Preparedness Center" in the available projects list on a planet, I see the description "Boost Planetary Defence...". However, the bonus it provides is supposedly "Resistance +25%". Please correct me if I'm wrong, but I think "Planetary Defence" (applies when planet is invaded) is different from "Resistance" (resistance to culture flipping). Edit: From the planet where I built this, it increases Resistance +25%, so the description is incorrect.<
While playing, I found some minor problems in the Yor Tech Tree. 1. Under Propagation, the "Industrial Specialization" tech lists the bonus "Manufacturing Cost -5%" twice. Not sure if this gives a total of -10% or if one of the bonuses is redundant. 2. Under Warfare, spelling of "Miniturization Specialization" is incorrect. Should be "Mini a turization" 3. Under Warfare, the "Point Defense Specialization
This was my post which appears to have kicked this off this discussion: https://forums.galciv3.com/463860 Thanks to all who helped research this. Yor 'Synthetic Growth Bonus' sure sounded to me like it would increase the rate at which new Yor would be constructed. If that's not going to be the case, then I think this bonus needs to be renamed.
Hi. Could someone please help me understand what Synthetic Growth bonuses do. I'm playing as the Yor and I have researched 'Accelerated Reproduction' which gives a Synthetic Growth bonus of +10% On one of my planets I also have a Power Matrix which provides an additional Synthetic Growth bonus of +25% When I hover my mouse over the Population stat for that planet I see: Growth per Turn: 0 Accelerated Reproduction +10% <l
Hi. I played a whole lot of GalCiv 2 in the past and have now jumped in on GalCiv 3 to see what's going on in the galaxy. I've been playing a game as the Yor, and the Iconians keep going through the same pointless cycle: 1. They declare war. 2. Sometimes I see one of their ships flying near one of my planets. It is a medium size ship, quite a bit stronger than my small ships. It never attacks, and after a couple of turns, flies away.