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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Two basic questions on Trade and Improvements
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by Citizen Robert Olesen - 12/28/2003 2:06:32 PM

I'm new to the game and have two simple questions:

Does a starbase have to be on the exact trade path to gain a benefit from the trade upgrades, or is it enough to have it anywhere in a sector?

Dos the influence of a starbase (when it has cultural upgrades) radiate from it's exact position or from the center of the sector it's in?

Do improvements effects of the same kind add or multiply? For example, if two improvements add 10% to PQ, do they in combination add 10+10=20% or do they add 21% (1.1*1.1=1.21)

That was three. Sorry, I obviously can't count
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#1  by Citizen musicfan55 - 12/28/2003 3:21:07 PM

1. Giving the starbases a trade boost module will increase the amount of trade received from a mini-freighter while that mini-freighter is in the sector where the boosted starbase is.

2. The magnifying influence of a starbase radiates from the sector it is in. It exerts around 4x the influence inside the sector it is in compared to 1x the influence in adjacent sectors.

3. Improvements are tallied up ,like 10% PQ increase for soil enhancement and another 10% increase PQ for habitat improvement to equal 20% above baseline. So 20% of an original 15 PQ would make the planet PQ rise to 18.

4. The social improvements are pretty straight forward addition but some things like influence of starbases multplies. So two "trade starbases" in the same sector will add but two "influence starbases" in the same sector will multiply. This is what makes party palace starbases in groups of 2 or 3 or 4 per sector so very effective (some say too effective).

Hope this helps you to enjoy the game. Please keep playing and asking those questions.

                          
#2  by Citizen Robert Olesen - 12/28/2003 3:58:13 PM

THanks, ricbayer.

So, to paraphrase, it doesn't matter at all where in a sector a starbase is when it comes down to money and influence (except ofc if it is placed on a resource).

That's pretty odd. I would intuitively plaece it near the edge of a sector if trying to excert influence in an adjacent sector and near the trade route if milking that one.

The whole starbase concept is in fact a little odd.
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#3  by Citizen musicfan55 - 12/28/2003 9:55:06 PM

I think you have it correct Robert. The major difference in the modules "range" has to do with with type of module. Military and trade and production work on ships and planets anywhere within in the sector in which the starbase exists. Influence works best in the sector where the starbase is but also works in the adjacent sector especially if you build two or three or four in the same sector.

For a twist, if you build a terror star (under military modules) - even on a resource - the terror star can move 1 space per turn. This allows you to actually move resources if you wish. It is a little odd but it makes the game unique and replayable. Have fun.

                          
#4  by Citizen Robert Olesen - 12/29/2003 2:35:23 AM

Thanks, but there's a twist to this.
If I build a starbase on a resource in a sector where I have no systems, what's the benefit?

And the explanation of those mining modules aren't quite clear to me - specifically how they tie to the type of resource being mined. Some mention e.g. military and social production even though the resource may give a research or morale bonus.

      
#5  by Veteran Maxtipherous - 12/29/2003 1:59:15 PM

Well, there are always military and speed boost benefits. If there are little traders going through that sector there are trade benefits.

Also, every sector has a sort of base culture rating (little button top left of the main map, next to rally point button). Culture benefits multiply this base amount and spill over to adjacent sectors. with 3-5 starbases built up to Pary Palace you can culture flip opponents this way.

                      
#6  by Citizen musicfan55 - 12/29/2003 3:29:17 PM

Agree with Maxtipherous.

Robert, if I understand the question correctly, you are asking why building a starbase on resource in a sector where you have no systems will help.

You can mine the resource and get up to a 68% bonus in that resource depending on how many mining modules you add. For example, an influence resource will increase influence 68% if you add the minining modules. You need about 8 more constructors to add modules to max out the resource mining. The same applies to resources for economy, morale, military, & tech. Resources are good to have.

There is a really good general strategy guide at http://www.orionsector.com/pages/galciv/downloads/The_Unofficial_GalCiv_Strategy_Guide_v1_0.pdf Link

Good luck.

                          
#7  by Citizen Robert Olesen - 12/30/2003 6:03:30 AM

ricbayer, you understand me correctly. I have the unofficial strategy guide, and it is helpful but doesn't answer all my questions. Frankly, I don't think I can formulate my questions precisely at the moment, so I guess I'll just have to play some more and try some things out.

      
#8  by Citizen Matthew Downie - 12/30/2003 8:44:40 AM

Some mention e.g. military and social production even though the resource may give a research or morale bonus.


Military and social production bonuses only affect the current system. Resource-based mining bonuses affect your entire empire.




                           Posted via Stardock Central
#9  by Citizen Nastavnik - 12/30/2003 10:33:56 AM

#4 by Citizen Robert Olesen - 12/29/2003 2:35:23 AM
Thanks, but there's a twist to this.If I build a starbase on a resource in a sector where I have no systems, what's the benefit?And the explanation of those mining modules aren't quite clear to me - specifically how they tie to the type of resource being mined. Some mention e.g. military and social production even though the resource may give a research or morale bonus.


If you are on a research or morale resource, those military & social modules don't help your mining efforts.
They will help the production on the planet -- if you have one in the sector where the SB is. If your starbase is mining a resource isolated from your sectors, there is no point investing in producction modules. In these cases I focus on maxing out the mining (which requires some browsing through the tech tree to know which techs allow you to have more mining modules) and the defenses of the SB(and then attack & defense assistance to my ships): since they are far away from my systems, they are easy targets in case of war. And that can make a big diference. (I once attacked the Drengin who had 3 military resource starbases, giving him more than 150% bonus. Once they were destroyed his ships were easy prey


[Message Edited]
                         Posted via Stardock Central
#10  by Citizen Robert Olesen - 12/30/2003 1:28:17 PM

Thanks, guys, it all helps. I think I see a pattern, but it still isn't quite clear to me which starbase upgrade affects what and where it takes effect. Some are clear, others are not. This is something that could be covered in more detail in a FAQ or in the unofficial strategy guide (yes, I know, it's a voluntary effort ). It should have been in the manual, considering how crucial it is to efficient gameplay.
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#11  by Citizen Hermann the Lombard - 12/30/2003 1:48:59 PM

R.O. -- Here's my understanding of bonuses:

Mining Resources: galaxy-wide for the owning empire only

Influence: full-strength in the same sector, quarter-strength in adjacent sectors (but this still makes Party Palaces very powerful); owning empire only.

Movement & Combat & Production: same sector, owner only (and I think the UP issue about sharing bonuses with allies does not work)

Trade: apparently the owners of all trade ships (mini-freighters) in the sector benefit, so boosting your revenue also boosts your partner's revenue. Also, I think you get a piece of the action from itinerant trade ships, though I assume that also gives a benefit to the partners on that trade route.

Stacking of bonuses:

Most stack by addition, so multiple trade, combat, speed, or production bonuses are additive. This also applies to multiple resources of the same type.

Influence stacks by multiplication, which can be incredibly powerful.



I'm sure someone will jump in if my understanding is flawed. -- HtL

                  
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