Do 'High Density Metals' and 'Tri-strontium Alloy ' tech really give you 10% production bonus ?

JavaScout's Galciv database tech descriptions for High Density Metals and Tri-strontium Alloy state that they give 10% production bonus, but in the game, the tech descriptions does not show 10% production bonus. Which is it? Do those techs really give you 10& production bonus or not?

~SDC~
1,572 views 6 replies
Reply #2 Top
From GCTech.tech:

//------------------------------------------------------------------------
TECH 57 HighDensityMetals
//------------------------------------------------------------------------
Name "High Density Metals"
Model ""
Tech_Requirement "NanoMetalComposition"
Tech_Requirement "BattleArmor"
Research_Cost 400
Overview "High Density Metals will make possible new projects that could only be dreamed of before. This will improve our productivity even further"
Description "High Density Metals allow the blending of various alloys for great strength that can be produced with less labor and expense."
Tech_Category 2
AI 12
Ability "Production"
ENDTECH

//------------------------------------------------------------------------
TECH 58 BistrontAlloy
//------------------------------------------------------------------------
Name "Tri-strontium Alloy"
Model ""
Tech_Requirement "HighDensityMetals"
Tech_Requirement_ID 40
Research_Cost 500
Overview "All of our top engineers are clamoring for the new Tri-strontium Alloys. Production will be increased even further."
Description "These alloys can withstand incredible pressure and heat with a mass only 1/100th that of conventional steel. These alloys allow the construction of incredibly large systems and structures at minimal cost."
Tech_Category 2
AI 12

Ability "Production"
ENDTECH

Yip - you'll get your extra 10% production.

~SDC~
Reply #3 Top
Oooh, looks like they fixed it. The ability was missing in previous versions.
Reply #4 Top
On second thought, it looks like the production bonuses aren't active for some reason. They don't show up in your ability report, nor is there any noticeable impact on actual production. Perhaps this bonus has been disabled completely and what we see in the files is just a relic.
Reply #5 Top
I did some testing and here's what I think is the situation. The game won't recognize the "Production" attribute, it doesn't tie to any of the known GalCiv constants.

However, if you change "Production" to either "MilitaryProduction" or "SocialProduction", you will gain +10% to that category.

So now the question is: For the 4 techs that are currently tagged as "Production", which should be Mil and which should be Social? Or you can get greedy and add both. :)

Here are the 4 bugged techs:
High Density Metals
Tri-Strontium Alloy
Advanced Slavery (Evil)
Nano-Mining

I'll probably change the two metalworking techs to be "MilitaryProduction", and the mining and slavery to be "SocialProduction" in my data files.

Don't ask what effect making this change would have on your Metaverse legality. No one knows, and if you are concerned about it I'd skip it and play without this modification.

Oh, and if you wanted to add both types of production, just add the second line, GalCiv supports multiple bonuses per tech. IOW, swap the line:
Ability "Production"

with

Ability "MilitaryProduction"
Ability "SocialProduction"

I'll post this in the Mods forum too.

~SDC~
Reply #6 Top
Thanks, HawaiiFive-O, I think you got it right there. I'm mainly concerned with the bonus because I'm trying to keep my tech tree up to date. I've already removed the production bonuses from these problematic techs once in the past (from experience), but I just put them back in thinking they might have been fixed. Now I have to go back and fix them again and probably end up confusing some people :notsure: