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


Late-game Income problems...
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#25  by Diplomat Ralegh - 5/19/2003 3:48:32 AM

Ellestar - I go for +PQ immediately - no brainer. On Morale, I like Entertainment Network, but I hate VR etc - 5bc/t per planet? Yuck. I prefer to get the morale tradegoods, and possibly a resource...



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#26  by Citizen JayThomas - 5/20/2003 11:58:39 AM

Za H, you said,

"I am aware that research spending does not suffer diminishing return penalties at high level".

I'm confused about this bonus buisness. For example, I'm at a point at my current game where I increase the tech spending slider and my deficit gets larger. Wouldn't this reflect somekind of penalty?


                  
#27  by Citizen Popup Target - 5/20/2003 1:45:18 PM

Jay Thomas: I haven't tested it, but I have a theory on this.

Let's say you have a +20% military production bonus, but no social bonus (not common, but possible). You have a small empire that you can fund to 100% social production with 100BC/turn (with military/research at 0%). However, since your military production is higher, it would cost 120BC/turn to fund it to 100%.

I'm thinking that research either has a higher capacity, or is more expensive (less free?) somehow, which would explain this.

Does that make sense? I've seen this before, and towards the end of the game, maxing out research can be 2-3 times more expensive than maxing out either military or social projects.

                      
#28  by Veteran Za H - 5/20/2003 2:45:05 PM

Jay:

Check out this thread. I used production as an example but it applies equally well to research...

http://www.galciv.com/forum.asp?BID=GS&id=55141#56271 Link

The only complication here is that research bonuses are progressively cheaper at higher levels (i.e. more and more free bonus relative to paid bonus) which can supress research costs slightly. If you have some huge +400% research bonuses however, it is still going to cost you dearly to fund it at 100%.

      
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