NeuralTech NeuralTech

TechTree - the order of things

TechTree - the order of things

(fyi) - when I CAPITALIZE a word, I'm not "yelling"... simply trying to focus attention on said word... don't like bolding everything : ) fyi


Good morning,

It is my understanding that the tech tree is supposed to be flexible in that it gives the user "the choice to go any direction" one wants to go from the starting of the game until the end....

I am confused why it is SO difficult to research to the point of being able to make a 'Fertility Clinic'.... if I decide I want to be able to build a F.C. in the beginning of the game (to sustain) my first planet expansion, then it takes me what... close to 40-50 turns er so...

I don't understand how this is "free choice" if the game is basically making the user SUFFER for going for a tech 'way down' on the tech tree in the early part of the game.

I'm still playing on the 2nd level (Dunce I think), I had 2 races in a small galaxy last night: I went hard for that F.C. tech so I could get my population going on my first planet expansion, OTHERWISE, it takes bloody forever for the Population to catch up to the stock 6Bill. BUT, because I decided to go way down the techtree at such an early stage in the game, I felt VERY penalized when I came to find out (around turn 50ish when I got the F.C. tech researched and was able to use it) that the other races in the game had ALL kinds of military techs/etc...

AND - on TOP of all that, by that time (around turn 50ish er so) I wanted to catch up militarily, but the techs for military/etc had gone up a decent amount... instead of being 1-5 weeks for some of the "early techs" like they were at the first turn of the game.. they had turned into 10-20+ weeks...

Is it simply the way the game is supposed to be played? If a player decides to go for an advanced tech early in the game, should he/she expect to have to spend MORE time on the "novice" techs because of this? I'm confused at how that works..

Back to my original point about the tech tree not really feeling "free": it feels restrictive because if the game is going to make me go for "early/easy" techs simply because it's the beginning of the game, then where is the real strat... it seems to me at this point that one is basically limited to going for "early" techs no matter what... unless the player is willing to give up being able to spend a mere week to research "militarization" for instance. It seems restrictive to me unless there's something I'm not understanding about the tech mechanics.

And last on my (rants: ) I was under the impression that the 'minor' races were so "dumb - AI wise, power wise/etc" that they could do only the most basic functions yet in the game I played last night... they armed up, made ships capable of combat and were trading with multiple races in the galaxy AND they attacked me out of nowhere!!! Don't get me wrong:it well excited me that they attacked me because it completely took me off guard and gave me all kinds of satisfaction for the game to surprise me like that... BUT, at the same time, I thought there weren't supposed to be able to do much.


Sorry to hit you guys with a story, but I really appreciate ANY and all help you can muster in my direction. This game is BADASS!!!



p.s. I was Fry's yesterday buying this game for my friend (he couldn't afford it right now, and there was no way I was going to simply [let him install it using my cds], so I got it for him, he owes me though : ) and I came across Masters of Orion 3 for $10... was so tempted..

I feel like I'm overwhelmed with GalCivII tbh, but shit.. it's so tempting for me to get $10 when they look fun... case in point, I picked up Icewind Dale II for $10 at Fry's last night and OH what a good buy that was.

anyhoot
15,550 views 36 replies
Reply #26 Top
I would also advise you to change your ship design to all attack to take out that Ranger... The amount of damage they will do through his "square rooted" defenses will be significantly higher, and chances are most of your ships won't survive the encounter anyway.
Reply #27 Top
I'm sorry if this was mentioned this already, or if I am completely incorrect here, but...

Doesn't every single tech get slightly more expensive after you research a new tech?

Thus, if you avoid a certain low cost tech for a very long time, it will start to get more expensive. Probably not enough to make it cost another turn of research, unless you havn't expanded much...

I seem to recall rushing to certain techs being easier than if I took my time and researched a more well rounded tree.
Reply #28 Top
This thread keeps showing up as unread in "My Replies", but there are no new posts. Weird.
Reply #29 Top

Doesn't every single tech get slightly more expensive after you research a new tech?


I'm pretty sure this is not true and they have a fixed research cost. Although some adjustments are made for galaxy size and tech speed. If you pop open the techtree.xml file you can see the associated costs for each tech. The galactopedia did this automatically and presented it in a nice format, but I'm not sure if it's ever been updated for the current revisions.
Reply #30 Top

Doesn't every single tech get slightly more expensive after you research a new tech?


Of course, every tech running along the same tech branch keeps getting more expensive since their more advanced. But this expense, AFAIK, is the fact that their fixed price is greater(duh!). I don't think that researching Laser immediately will cost any less RP than researching Stinger and then changing branch and researching Laser.
Reply #31 Top
Guys, that is the MOST crucial thing I'm not getting at this point...
the distribution of acrued "points":

RP - research points?
SP - social points?
MP - military points?


I see them on my planets, but for instance: when one of my planets has.. say... 14 MPs... how do I know how many of those are being used up in a turn/how many turns when I've got my Military slider all the way to say.. 100? Or... say on that planet, I've got 14 MPs and I've focused on military for that planet except on my (F4) screen, I've got Military at 50 and Social at 50... how many points are used for that turn?

I don't get/understand how the distribution of said points is used... I don't really understand how they're acrued either.. (a planet "makes" Military points by how many Factories you make correct?... or Social points are created by how many Factories/Farms you make correct?) It is my assumption that if I turn EVERY single planet to focus on Military... that'll increase my overall military production Galaxy wise???? correct..?....

I've been wondering if making Manufactoring Capitals ONLY gives a huge benefit to the planet the improvement is built on OR if it gives benefits to ALL of my planets...


I am in LOVE with this game:

Playing on Medium Galaxies now... with at least 4 races (one custom - they're designed to be warlike) and a couple minors... AI will be moved to normal shortly... I have run the course of playing with the "stupid" AIs as I'm 80% sure I know what I'm doing now.
Reply #32 Top
Manufacturing capitals only affect the world their built on. If you focus on military production, your military production will rise slightly for that world(as far as i know).

If you have your military slider on 50%, each world has its military production halved, compared to what you'd have at 100%. 14 MP's becomes 7 MP's at 50%, and so on.
Reply #33 Top
NeuralTech, if you haven't yet seen this thread, it's a good place to start. It may be a bit more than you are looking for at this stage, but I suspect it will answer some questions that you have:

Production bonuses explained

Reply #34 Top
Manufacturing capitals only affect the world their built on. If you focus on military production, your military production will rise slightly for that world(as far as i know).

If you have your military slider on 50%, each world has its military production halved, compared to what you'd have at 100%. 14 MP's becomes 7 MP's at 50%, and so on.


AWESOME!!! thank you sir for that explanation!!!
Reply #35 Top
NeuralTech, if you haven't yet seen this thread, it's a good place to start. It may be a bit more than you are looking for at this stage, but I suspect it will answer some questions that you have:

Production bonuses explained



will do!! thank you kindly for the link

I LOVE this forum! You guys are so polite and helpful, it's making this wonderful software seem that much better when it's got an outstanding bunch of individuals surrounding it.

: ))))
Reply #36 Top
Thats almost right. Remember this: if military slider is 50% and research slider is 50% then what was said is correct. If military slider AND social slider are 50%, then your production for ships will for only 25% of what is shown. Hence the reason people use "all factory", and "all lab" strats and then just focus certain planets on a specific production type.

If you have a certain portion of your sliders diverted to military and also to social, then you try to build a ship and a building at the same time, you are basically halving your production twice (or 25% capacity).