Livonya Livonya

Pointless Buildings

Pointless Buildings

Galactic Resort & Secret Police Center

Why did the Galactic Resort get added to the game?

It is pointless. It only gives a 25% morale boost, and the standard building you get from the moral tech at that point gives you 30%.

Either up the moral boost from Galactic Resort to more than 40% or remove it.

Also, the Secret Police Center is pointless. It only gives a 20% moral boost.

Both of these buildings are just pointless and are taking up space.

- Livonya
31,649 views 57 replies
Reply #26 Top
I asked the same thing once about the galactic resort, i though i had missed something. I could see if it had a lower moral rate if it also had like an influense factor. Kinda like the political capital.

I wonder if the big changes coming in TA will have some bulilds taken out of the game. I know it was said that a lot of buildings will have dual purposes. thats cool.

Another place where buildings arent used a lot by human player i think is the planet defence buildings. There are just too many. I think it would be great if they upgraded, like the other buildings do. Like first we get the one that makes the ships on planet form a fleet, then instead of having to build a second building, after the right tech we can convert that building to the one that lets ALL ships be in a fleet regardless of logistics and lastly it can become the one that doubles the HP of shipd in orbit. each time it keeps the previous ability. I just never want to give up tiles for these stuructures. See? i never use them so i dont even know what they're all called. When i take an AI planet usually build over what ever i can.


Btw some previosly meantioned structures and techs are not all useless. I build and sometimes buy fertility clinics when i conquor a planet. Ill later build over it but at like 240 bc its worth to get the population back up faster, if you have the economy to do it. Late game, 240bc is nothing.

Reply #27 Top
There's a difference between "useless" and "pointless". I use fertility clinics too, but hideously expensive Galactic Achievements or super projects that are worse than standard available planetary improvements because they don't affect "base" values are pointless.
Reply #28 Top


Which xml file are you referring to, and what, exactly would it change?



i belive you need to locate your dark avatar file within Gal Civ on your C drive.

open data, english

Open Planetimprovments in wordpad

find:


Can change it tyo what you want, I'm trying:

Reply #29 Top
You know the Galactic Resort was obviously a mistake. I bet the secret police center was too. You should change them.
Reply #30 Top
I think what's needed is a galaxy-wide project manager. Something that can hide items from the list and can can control upgrades on all planets at the same time. What I end up doing now is finding a low class planet to get those worthless special projects off the list. The other ones I never build are just stuck there. Having no ability to control upgrades galaxy wide is a real *****. It's no fun going through several hundred planets one by one because the game went into automatic upgrade hell. This is a major oversight IMO.

Reply #31 Top
Changing the xml for the Galactic Resort that way just makes it a beefed up morale building. To make it have a civ-wide effect you'd need to get rid of its MoraleBonus entry and replace it with an AbilityType 4 and AbilityAmount pair. Or perhaps use F_AbilityFactor, but I'm not sure just how that works yet.
Reply #32 Top
Why did the Galactic Resort get added to the game?

It is pointless. It only gives a 25% morale boost, and the standard building you get from the moral tech at that point gives you 30%.


I'm not saying it is worth it in your playing style, but there are other differences between the Gal Resort and the Zero-G.

Gal Resort costs 33% more to build (400mp vs 300mp), and provides ~17% less morale boost (25% vs 30%). However, if all you need is ~25%, the Gal Resort is half as expensive to maintain (1bc vs 2 bc).

The Gal Resort also has no Employment value, but I'm not sure what this does (if anything) within the game.

drrider
Reply #33 Top
But the overall winner in DA has to be the Manufacturing Capital - it gives a 25% bonus to one world, while every single planet you have can be cruising along with a Quantum Power Plant yielding a 100% bonus.

The last patch buffed the MC and nerfed power plants. So it should be better now.


There is also the fact that you can build the Manufacturing Capital at almost the beginning of the game, while all the power plants, not to mention the QPP, take considerable additional research time. Also the two improvements stack! Also the MC gives a 10% Econ boost for the planet.

drrider
Reply #34 Top
I'm still wondering why no one objected to calling the Orbital Fleet Manager useless. On highly contested planets it would be a lifesaver. Fleet vs Fleet is definatly worth the lost space on a rather large world, as it would be better to have income for 100 turns instead of 10.

~NNMcG
Reply #35 Top
Galactic Guidebook is much more of an option in the 1.7 betas, since anomalies respawn. Being able to use whatever ship is closest to harvest the anomalies might be a lifesaver... not to mention the free sensor range that you get from have free survey modules.
Reply #36 Top

I'm still wondering why no one objected to calling the Orbital Fleet Manager useless. On highly contested planets it would be a lifesaver. Fleet vs Fleet is definatly worth the lost space on a rather large world, as it would be better to have income for 100 turns instead of 10.

~NNMcG


Highly contested planets? That change hands many times? In this case, wouldn't the OFM eventually get destroyed by Mass Drivers, Core Detonations, Tidal Disruptions or Mini-Soldiers?

IMO, the Counter Espionage Center is more valuable than the Orbital Fleet Manager. Ships can be reused. Spies, once used to nullify other spies, cannot be reused, and become much, much more expensive.

The Fusion Power Plants etc. are good for planets that are being supplied by an asteroid field. They will boost the production from that source as well, not just your Factories.


WRONG! Even though I may be inexperienced, this I'm sure of. The formula for production is:

output = [{ base production from factories * sum of buildings' bonuses (capitals...)} + ( asteroid mines + focus )] * sum of other bonuses (abilities, starbases...)
Reply #37 Top
There seems to be a persistent problem with this sort of stuff in GalCiv. Remember when DL came out and the "better" economy buildings would actually lower your bonus?

Anyhow, the Secret Police Center and Galactic Resort are impressively pointless. The Galactic Guidebook (which will expensively allow all your ships to survey anomalies a few hundred years after the last anomaly has been explored!) is right up there too. But the overall winner in DA has to be the Manufacturing Capital - it gives a 25% bonus to one world, while every single planet you have can be cruising along with a Quantum Power Plant yielding a 100% bonus.

Personally, I always find this sloppiness to be one of the big turnoffs to GC. I feel like I can never trust the game to tell me what stuff is going to do.


Hmmmmm, that is pretty weird.....
I was wondering a LOT of the same things you guys are mentioning.... there's gotta be reasons for these buildings... something else they might be doing that no one is aware of???.....

Why would the makers of the game be so careless... there's gotta be reasons for these "non essential" buildings...?......

I wonder if they're going to address these (if they are in fact issues) 'issues' with the next Expansion...

Reply #38 Top
Happily, the game is moddable to the extent where most of these issues can be addressed. (the downside being, no posting to the metaverse if that is your cup of tea)

what i did, since there is no "tourism" ability to increase, was to give the Gal resort a 40% morale bonus + a 15% planet based Econ bonus, therefore making it a bit more reasonable for both the ai and myself to build.

S.P. Center i simply added a 10% planetary defense bonus along with the morale it offers - seemed to make sense for those planets that the ai has a tendancy to fixate on and send transport after transport to.

The Fleet Manager is quite possibly one of my favourite buildings - i never understood why planets in a 23+ century setting couldnt have defenders co-ordinate as fleets in the first place - considering our real world Air traffic control system watches thousands of planes in the air at once, you would think that keeping a few dozen ships in space from colliding wouldnt be too hard.

Pardon the digression. Since F-Logistics is hard coded to the OFM and the HFM i simply a) doubled it to f-logistics 2, added a minor trade bonus (1%)/econ bonus (5%) to simulate better shipping via a world wide air/space traffic control system and then uppped the AI value so as to weight it a bit more in the AI's view.

the happy consequence of the above change to the OFM is that the AI builds the OFM more, which means less "exp farm" type planets where the player can just pick off one ship at a time parked on a planet with impunity - you face more defending fleets, which means you will suffer more losses. - not to mention that it gets a bit tedious killing off one ship at a time over and over again. (btw devs, removing some of the hard-coded ability/building associations would really make us happy)

With the advent of Twilight, i think some of these items will be addressed in passing one way or the other, there will be much more variety in planet "builds".

Reply #39 Top
But the overall winner in DA has to be the Manufacturing Capital - it gives a 25% bonus to one world, while every single planet you have can be cruising along with a Quantum Power Plant yielding a 100% bonus.


Well you can have the manufacturing capital AND the Quantum Power plant on the same planet. Much as you can have the Research Coordination Center on the same planet as your techgnological capital.

Also, in the lastest vesions of the game, the quantum power plant gives only a 30% bonus. Meaning that you wouldnt even tgink of building it unless you had at least 3 manufacturing buildings or the equivelent of those.

I think the galactic resort is tht abad one as well as the food distribution center. Unless someone did a calculation and found that a 25% food incesase was better yhan another farm or somethink, it'll still take up a tile.


what isnt a uless building but still one that i never build is the one that gives a +1 movement to the ships built on THAT planet. i dont have the time or patience to deal with having a separate groups of ships that are faster than the others making the really unfleetable together. it would be nice if we coulkd build that on multiple planets.
Reply #40 Top
what isnt a uless building but still one that i never build is the one that gives a +1 movement to the ships built on THAT planet. i dont have the time or patience to deal with having a separate groups of ships that are faster than the others making the really unfleetable together. it would be nice if we coulkd build that on multiple planets.


I always assumed this would be more useful on small and tiny maps.

Reply #41 Top
The Hyperion Shipyard is kind of inconvenient. You have your old, experienced ships which have more hit points, and then you build new, faster ships using your Hyperion Shipyard, giving you tough-but-slow and flimsy-but-fast versions of the exact same ship design that are virtually unfleetable. The faster ships will get slowed down(negating their speed) and the tougher ships will get attacked last(kind of negating their extra toughness) if you fleet them together.

Unless, you build 'elite' ships on the Hyperion Shipyard using your latest technology, should you not be able to afford those ridiculously pricey upgrades that your old ships would need to become state-of-the-art.
Reply #42 Top
I long for the latest version.... can't wait for this Expansion... hopefully, it'll be no more than $30... I can't see them asking for more than $30 for an expansion....


: K
Reply #43 Top
This game has been evolving for quite some time now. At one point or other in it's history, these buildings were actually useful. But the game has been tweaked and changed, balanced and rebalanced, and these structures have been supplanted in importance by others.
Reply #44 Top
Since only trade goods or mining resources have a civ wide effect on morale, perhaps that Galactic Resort can be changed to have the same bonus but on all of your worlds.
Reply #45 Top
The Fleet Manager is quite possibly one of my favourite buildings - i never understood why planets in a 23+ century setting couldnt have defenders co-ordinate as fleets in the first place - considering our real world Air traffic control system watches thousands of planes in the air at once, you would think that keeping a few dozen ships in space from colliding wouldnt be too hard.


I don't think that collision is the big problem - I think the problem is getting all ships to the same side of the planet and get them into fleet battle formation(which means they must stop flying in circles). You can't use Hyperdrive in orbit due to large-mass-obstruction(the planet) and by the time another warship comes around the side of a planet, the first battle would be over.

The Orbital Fleet Manager uses a network of satellites to see ships approaching from subspace and forms up the orbital defenders to be ready for battle the moment the attacker slows down from faster-than-light speeds. It's basically an early-warning system.

Moon-based or ring-based artillery would be nice too.
Reply #46 Top
Hi!
what isnt a uless building but still one that i never build is the one that gives a +1 movement to the ships built on THAT planet.

If
   the game is DA and
   the planet has +59% starships bonus and
   the planet has 13 factories, Manufacturing Capital and 12 full econ starbases suporting it
then
   huge ships coming from it each second turn KICK ASS.

First-hand experience. OFC I designed those ships specifically for the planet's military output to use most of its 1200 MP output (with focus on research ). In all my previous games I've never built such a planet. If I'd let it run for one game year I'd probably go broke by ship maintenance. BTW does anyone know what happens if one can't pay maintenace for ships? Looking at broke AIs I'd say they are decommisioned.

BR, Iztok
Reply #47 Top
You seem to just end up in an endless spiral of ever increasing debt.
Reply #48 Top
Hyperion Shipyard obviously has a little better function in smaller maps, but also on more rare planet settings. If each race only gets 3 or 4 planets during colonization, and you are building transports or constructors, that +1 speed helps a lot. Especially if you can get the gravity accelerators trade good, which gives +1 speed, as well.

Personally, excepting RARE conditions, I think the temples of Evil/neutral/good, are totally pointless. Lot of tech to get them, expensive to build, and by the time you do, trade routes are usually all but gone due to war and conquest. To top it off you only get money from those of similar ethical alignment, usually just 1 or 2 other races, if any at all.
Reply #49 Top
I just built the Temple of Neutrality in my game, and I was under the impression that it siphoned tourism income from ALL races, not just the neutral ones.

If you're going to commit to neutrality, you're probably playing a peaceful game anyway in order to take advantage of the extra trade routes. With a good diplomacy ability, you can stop wars as soon as they start in some cases.
Reply #50 Top
I've always thought that the developers intentionally included game elements that would allow you to make mistakes, thus penalizing lazy players and rewarding those willing to do a little research.

I think it makes the game more interesting. It keeps it from being an environment where all you try to do is more and more of the "right" thing and forces the player to think critically.