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Planetary Improvement techs to avoid (with 1.1 patch)

Planetary Improvement techs to avoid (with 1.1 patch)

Xeno Bank Construction - Bad on its own

It replaces:
-Trade Center that gives +20% economic boost and cost 90 hammers
-with Banking Center that gives 24% economic boost and cost 250 hammers

Not very cost effective. Still, if you do research Xeno Bank Construction, research Galactic Stock Exchanges as soon as possible, since:
-Stock Market gives 30% economic boost, 10% morale boost and costs just 150 hammers

Yes, it's cheaper then Banks.

Manufacturing Centers - Bad, but useful for starbases

It replaces:
-Enhanced Factory that gives 14 industry points and cost 100 hammers
-with Manufacturing Center that gives 16 industry points and cost 200 hammers

Twice the cost for very small gain. Still, tech also unlocks one economy and two mining modules, so it could be useful if you focus on starbases, especially resource mining.

Industrial Sector - Very bad

It replaces:
-Manufacturing Center that gives 16 industry points and cost 200 hammers
-with Industrial Sector that gives 20 industry points and cost 400 hammers

Very ineffective. And makes developing of new worlds very painful.

Xeno Entertainment - Only bad if taken too early

It replaces:
-Entertainment Network that gives 25 morale bonus and cost 55 hammers
-with Multimedia Center that gives 30 morale bonus and cost 100 hammers

Twice the cost, small bonus. Still, Xeno Entertainment on its own gives 10 moral bonus, and cost of 100 hammers is not much, so you do want to research this, but only after you build Entertainment Networks where you planned.

Extreme Entertainment - Bad early, useful later

It replaces:
-Multimedia Center that gives 30 morale bonus and cost 100 hammers
-with Extreme Stadium that gives 45 morale bonus and cost 250 hammers

Now it does make things +50% more effective, but in early game 250 hammers is really prohibitive. Also, tech gives access to Ultra Spices that give +15% moral boost. So you do want to research this, but only after your worlds get a bit advanced.

Zero G Sports Arena - Bad, exempt for Gravity Accelerators

It replaces:
-Extreme Stadium that gives 45 morale bonus and cost 250 hammers
-with Zero G Sports Arena that gives 50 morale bonus and cost 300 hammers

Not worth the effort. Still, tech gives Gravity Accelerators that increase ship speed, so research it only if you want that benefit.

Virtual Reality Center - Very bad

It replaces:
-Zero G Sports Arena that gives 50 morale bonus and cost 300 hammers
-with Virtual Reality Center that gives 60 morale bonus and cost 400 hammers

400 hammers! There is no chance to build something like this on new worlds.
On the plus side, this tech does give access to Virtual Reality Modules that increase moral planet wide, but it hardly offsets its problems.


P.S.
I added this article to GalCiv wikipedia:
Link
20,701 views 38 replies
Reply #26 Top
Xeno Bank Construction has to be a bug, that is just plain dumb to have a higher, better building be cheaper. I didn't realize how bad some of the other ones were though, thanks for pointing them out.
Reply #27 Top
To make things worse, when the automated upgrade kicks in, it takes your structures offline.

I was running along FDnH raking in 2500+ BCs a week, when research is completed on the next level of econ structures, BLAM, there I am losing 100+ BCs a week and my treasury is in the yellow. Luckily I had plenty in the treasury but I was saving that cash for emergencies!

Cheers,
Reaver
Reply #28 Top
Some 1.2 upadate. All industry improvements, exempt Industrial Centers got nerfed in their productivity. So it's now 7 points for basic, 9 for normal and 11 for enhanced factory. And guess what, 12 points for Manuf. Centers. With 1.2 rules Manuf. Centers. are the biggest losers, since they cost twice the price of Enhanced Factories, while being only 9% better.
Reply #29 Top
Thanks for the update, I had forgotten all the bad buildings from this thread! (I wonder if this blue underlining in the posting box is going to show up when I post.)
Reply #30 Top
No offense, but the kind of logical leaps people are willing to make for what is clearly an oversight by the devs is unbelievable (this is more directed at comments on older threads rather than this one in particular. this thread just happens to be the only active one, so my apologies if much of this rant... uh, i mean comment, is misdirected). Face it: the idea that new technologies can somehow make older industrial methods magically disappear, and thereby permanently INCREASING the price of industrial capacity is fundamentally flawed, to say the least. Let's look at a few of the general arguments:
If you plan carefully, and hold off on researching those techs, you'll be fine
Good for you, except people like me, who have never played the game before and don't really have time to play dozens of game to pick on up all the quirks in the game mechanics, gets screwed because: 1) Better tech = Good. This is pretty much intuitive in almost* every game ever made - and for good reason, which I'll explain later. By the time time one realizes that they've just researched something that does more harm than good, it's too late because 2) There is ZERO documentation about the improvements within the game until you've actually researched them, and even then you only get a vague approximation of the cost based on the number of weeks to completion, and no knowledge of how much they produce until it's finished. Finally, 3) Even if the player does realize what he's doing, there's nothing stopping him from exploiting it by selling the techs to under-developed AIs who will then spend years trying to get upgrades and improvements they don't need while half of their planets lay empty.
It reflects real-life conditions where advances in tech give rise to more and more expensive methods of production
Total bunk. This simply doesn't happen and anyone who thinks this is the case is either in denial or is simply ignorant of basic economic theory. People WILL use the most cost-effective methods available (environmental/social issues notwithstanding) regardless of whether or not it's the "next best thing." Look at the developing countries where bicycles and rickshaws are still THE method of transportation, or sweatshops where thousands of workers on simple sewing machines produce goods far more cheaply and quickly than even the most advanced automated factories in first-world countries. The old ways are often the best, and this is true whether you're talking about 1000 years ago or 1000 years from now.
If building your first factory on a newly colonized/conquered world is taking too long, just buy it
No shit, sherlock. How's this even remotely relevant? The fact is, with the more advanced industrial techs, doing this is far more expensive than it ought to be. There's no reason why a new, undeveloped planet cannot set up an industrial base for cheap using simple pre-existing methods. When the Europeans first arrived in the new world, did they go "Gee! Let's set up state-of-the-art industrial complex in the middle of goddamn nowhere with absolutely no infrastructure or heavy equipment of any kind!" Admittedly, my history may be a bit rusty, but somehow I doubt it. Gotta go, I'll edit and add more when I get the chance. Flame away. Addenum: Oh, and my favourite:
This is a deliberate balacing "feature" that makes it more costly for players with more advanced technology to capture enemy planets
or alternatively
It's there so the AI have isn't at an disadvantage if a player chooses to make industrial advances early.
To which I say: Give me a fricking break. I'm supposed to give a damn because the AI can't handle a little micromanagement? Why should _I_ be penalized because they failed to design an AI that properly evaluates the value of one tech over another? As for the it being a deliberate attempt to balance the game: Right. Just like how losing a turn of production every time you load a game is a deliberate attempt to stop people from redoing turns. *to be fair, Civ3 had a similar problem with :obsolete" units that weren't really obsolete, but unlike GalCiv2, it did not affect industrial growth, and hence had little effect on the overall gameplay Question: What is the deal with this forum and scrunching all my paragraphs onto one line?
Reply #31 Top
This forum is riddled with angry little ****s *looks at Prolet* hahaha sorry i just think its crazy that someone would be so angry about a game. lack of life maybe? and always blame it on the devs... lack of oversight? do you know how much work goes into creating a game? and all people do is whine whine whine... tsk tsk. try creating your own AI and see how easy it is too micromanage stuff typical immature ppl... all talk and no insight  
Reply #32 Top
Translation: I can't make a effective counter-argument, so I'll just belittle anyone who have a legitimate problem with the game.

On a minor sidenote, the smilies on this forum suck balls, but I guess I can't complain about that because "I can't do better."
Reply #33 Top
Hi!
I guess I can't complain about that because "I can't do better."

A reviever, who has been criticized by an author that he hasn't written a single novel, answered:
"I admit I haven't laid until now a single egg, but I can make better omeletts than any hen."

BR, Iztok
Reply #34 Top
prolet

You make good points, and I agree.

But It's one of the quirks of the Galciv that make the game seem 'hard' at first for people who are used to other 4x space games where newer tech is always better (for production/research related improvements anyway).

Reply #35 Top
ok, lets get back on topic here. What about the other stuff like the Hyperion stuff or the Omega stuff? and the various 'galactic wonders'? someone needs to update the OP list. I'd like to add one too though, the more advanced farms beyond the initial xeno farming can really hurt you because with large populations (around 20 billion plus) even on high class worlds pushes down the approval on those planets down and even the most advanced morale improvements will barely help that because 99% of the problem is sheer overcrowding.
Reply #36 Top
you took that stuff from the GC2 wiki!
Reply #37 Top
me?? the part about the xeno farming is my own observation.
Reply #38 Top
me?? the part about the xeno farming is my own observation.


It's probably on the wiki too. It's not exactly difficult to believe it could be independently discovered.

I'm sure it's already been said, but really there's not much point researching any manufacturing or research improvements until the after the colonization phase is finished AND you've filled every tile on almost every planet...the improvement aren't just generally less efficient, they are CONSIDERABLY less efficient. Now first up, I think this is pretty daft. But even if I didn't, it is pretty counterintuitive and if you're going to have such an unusual feature, it should be well documented IMO. Personally I'm of the opinion you should be told the cost of any planetary improvement before you build it anyway.

Actually, this is one of several things that makes the AI easy to beat below masochistic IMO...they research planetary improvements way too early and because of the numbers involved, that's a significant penalty.