Galactic Civilization

Create account
Login
Downloads
NewsGroup
Community
Purchase
Galactic Forum
Strategies
Mods
Empires
Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Concept of Logistics
  Search:   
Go to Bottom         Go to Bottom
by Citizen Seraphinus - 3/27/2004 5:55:35 AM

What differences bring concept of Logistics, which was introduced in 1.20?

                
#1  by Citizen Matthew Downie - 3/27/2004 6:48:16 AM

Building starbases now costs money - as a default, 200BC multiplied by the number of starbases you already have. However, the maintenance costs have been taken away, so in the long run having a small number of starbases is cheaper than before.
There are three Achievments you can build to increase your logistics ability. Build all of them and you get +55% logistics, which will reduce the cost of building a starbase by 55%.
[Message Edited]

                          
#2  by Citizen amulekbird - 3/28/2004 8:02:05 PM

In the near future, when 1.21 comes out, it will match AP in that you get several free starbases according to map size, and then they cost 150BC multiplied by the number of starbases beyond the freebies.

                          
#3  by Citizen Cliffracer Slayer - 4/1/2004 3:57:05 PM

It's real funny when minors build starbase ressuply centres.

            
#4  by Citizen littlewotts_ - 4/1/2004 4:48:11 PM

I was wonering about that, seems like a waste of their resources.

                          
#5  by Citizen Magnumaniac - 4/2/2004 5:10:03 AM

Build all of them and you get +55% logistics, which will reduce the cost of building a starbase by 55%.


If you've already built, say, a Logistics Management Center, and you capture an AI planet that is currently building one.... let it complete the build and you get the benefit of both. I've achieved a logistics rating of 95% this way. No idea what happens if it gets over 100% - do you get money for building starbases?

It doesn't work if you capture a planet with the thing already built, it seems to be the act of completing the build that changes the rating.

                          
#6  by Diplomat Peace Phoenix - 4/2/2004 6:14:43 AM

It doesn't work if you capture a planet with the thing already built, it seems to be the act of completing the build that changes the rating.


Yes, it is the same for any achievement/wonder/trade goods that have an empire wide bonus: the bonus is given upon completion.

It also explains why you won't benefit from achievement/wonder/trade goods when you "obtain" the planet where they are.

BUT you will benefit from any improvement that give planet bonuses.
[Message Edited]

                          
#7  by Citizen Dracil - 4/14/2004 6:49:41 PM

Shouldn't that be a bug?

          
#8  by Veteran Lord_StarPilot - 4/14/2004 11:28:16 PM

Hey, you capture the world with the Galactic Stock Exchange, then you should get the bonus from it! That's how racial uniques work. You already have a manufacturing capital, but when you capture that Drengin world with a manufacturing capital, then you have 2.


And I think that if you capture the world that built that trade good, you should control the TG as well. That would make the worlds that build them more important. After all, if that world is the one that "discovered/first produced" Ultra-Spice, it probably is in control of the stuff.

OTHERWISE, they shouldn't show in the world list. What's the point?

                    
#9  by Citizen Daetrinn - 8/11/2004 9:38:11 PM

Arrakis. Dune. Desert Planet. The only source of the Ultra-Spice. Whoever controls Dune, controls the Ultra-Spice.

Sorry, couldn't resist

                  
#10  by Citizen demus wiesbaden - 5/18/2005 6:51:20 PM

so logistics is only a variable, relating to starbases overall maintenance cost?
where can I see how much logistics ability one race has?
thx!
[Message Edited]

      
#11  by Citizen Tssha - 5/22/2005 12:40:21 PM

Not maintenance, build cost. You get a few free starbases, but after that they all cost money to build. That amount escalates until...well, to infinity I guess. Logistics reduces that cost by a percentage.

Around normal I've built 4-5 without any logistics cost, after that it went up about 150 BC with each new one. Dunno if it's different on higher/lower difficulty levels.



             Posted via Stardock Central
<<   (1)   >> 
   Page 1 of 1   

Go to Top    Go Back to Message Board    Go to Top
To be able to post something you have to become a member
Click here!



Copyright 1995-2024 Stardock Corporation. All rights reservered.
Site created by Pixtudio and Stardock, designed by Pixtudio.