Excess production does apply to projects, should be easy to confirm for yourself with birthing subsidies.
bxrobson
Assembly starts at 2 for approx. 150 manufacture cost, then you can research +4,+6,+8 in each of the three ages, the cost grows by approx 50% for each tier so it becomes cheaper per population. Also birthing subsidies project, I don't know if it is intended or working as expected but you get a 10% bonus for every approx. 10 social manufacturing. So for each 100 manufacturing birthing subsidies gives 0.1 faster growth as I haven't found anything that gives base growth. &n
What about we give everyone twenty agents, they can act as spies, governors, generals, diplomats, business tycoons, rock stars whatever. They allow you to specializespecific planets or turn a limited number of planets into powerhouses. Agents don't have to be limited to planets but can lead fleets or discretely undermine enemy production or alliances. A flat 20 for everyone gives smaller civilizations a fighting chance with multiple agents boosting single planets and e
All I want is the option to not colonize every single planet without falling completely behind in every single metric. Right now the only reason not to conquer or colonize every planet possible is that I would have to spend time managing all these planets. I don't need tall civilizations to be better than wide, but they should at least in some way be viable. What's the point of different victory conditions if you reach them all the same way?
Are there any considerations for Galciv3 to support playing tall vs wide? What is tall/wide you ask? Tall is playing with fewer planets, focusing resources on improving 3-4 planets with tight focuses (This planet for tech, this planet for production, this planet for wealth, this planet for influence/culture. Playing wide involves colonizing any planet of atleast value 1, every planet adds at least a little more production, wealth, influence, and research. Eventua