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
31,646 views 57 replies
Reply #51 Top
If I can afford it when playing Neutral, I like to demilitarize the other civs before they attack by buying their ships and decommissioning them if I don't need them myself for a credible deterrent force.
Reply #52 Top


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.


Even though I haven't ever built any of the 3 Temples, the Temple of Righteousness of the Good Alignment looks the best. Tourism is never big enough a deal to make the neutral temple worthwhile and the evil races will probably be too busy killing each other to even bother trading.

Good Civilizations get a 25% boost to trade income with other Good Civs, and are supposedly more peaceful. So if you're a Good Civ, you could send all your trade routes to another Good Civ, cover the trade route array with Economic Starbases, upgrade those Starbases with Trade Center and prerequisite modules, get an Economic Treaty and Alliance with that Good race, and build the Temple of Righteousness and Galactic Privateer. That would be the ultimate trade system. Perfect for Rare-setting galaxies if you had the time to build such a thing.
Reply #53 Top
Most non-factories/starports/labs/markets are pointless because most of the time they take effect you've already won or lost the game. If your economy is stable enough to build MCC center you've probably won the game already(or lost by not expanding enough by spamming colony ships, tech trading for planets, or conquest).

Economy is why in gigantic galaxies I play neutral and tiny galaxies I play good. They both have the most effect right now, they don't require any economic investment(10% morale and free teraform and diplomacy boost + 5 colony reduced cost).

There are some great trade goods and wonders but when I want them I use influence or conquest or tech trade for planets. If I can't do those I let it go.

My point is most buildings are win-more but they do make the win-more phase of the game more interesting.

Reply #54 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.


I completely agree. The game would be very boring if I always had the same building type available to do a job. When you are very broke those 'useless' buildings can come in handy since they give a smaller bonus for a smaller price.

You might also note that Stardock is basically doing something never done before. They are letting the fans rewrite the game. They actually listen to our ideas, question us about theirs and then change the game to match our desires when they can. Some of those useless buildings came out of that process. That being the case, I say they can strike out a few times.

Perhaps if you think hard you can devise a strategy that can make use of some of these things. The game has so many possibilites that it is possible you never played a game with settings that make good use of those particular buildings.
Reply #55 Top


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.
Heck no. I play Neutral to get a huge tech advantage and smash entire fleets with a few little ships as I grind the galaxy under my iron heel.

Reply #56 Top
One of the problems with the buildings is that you don't obviously know their
exact effects unless you dip into the .xml files, but also you aren't told whether
the effect (like increasing morale or birth rate) is just for that planet or all your planets.

We need a Galactopedia for DA. Someone mentioned how the program might be modified to work with DA. Don't remember how.
Reply #57 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.


I completely agree. The game would be very boring if I always had the same building type available to do a job. When you are very broke those 'useless' buildings can come in handy since they give a smaller bonus for a smaller price.
End of quote


Maybe I'm misreading what you wrote/meant, but if you add elements in a game that ALLOW for mistakes thats not penalizing lazy players, its helping them. And in fact would make you MORE prone to do the "right" thing as you learn what is and isn't helpful.