Bonuses for PlanetImprovements

CivBonus

I read in another post, that CivBonuses for PIs get only applied, when set to SuperProject or GA.
I also tested, and it seems to be true.
So the question is, is this an intended behaviour?
If it is not, I would really like to see the Normal PI not being locked out of it.
It really hinders to put some nice PI ideas into action...
eg. Say I have a Teleporter Normal PI and assigned +1Logistics and being limited to 2 per planet.
If I want to get the bonus, I'm forced to set it up as SP/GA hence limiting the PI to 1 per empire :(
One could completely eliminate the need for logistics as techs, to increase logistics, one must expand and build many buildings. logistics would go proportional to owned planets.
Just one example...

Please devs, allow ability/(-amount) settings for normal PIs.
14,614 views 11 replies
Reply #1 Top
Second!

But, i've found an indirect way to use this 'feature' as is for many self-upgrading groups of Normal buildings.
In X-Worlds, for example... i inserted a set of 12 types of Body-Armors. Slapped a placement limit of 1 per planet, dropped a sequence of "replacing previous" tags, listed them all left-to-right in a branch.
All bonuses showed up as they should. While growing in efficiency as expected.

Mind you, this isn't a true civwide ability growth but i think the principles are the same for anything built on surfaces. Only, it's at the planet level, individually. Count them up, buddy. They all add up to some relative numbers anyway.

In another attempt, i wanted to provide three thematic *Autopsy style* cycles. It worked, also!
(Example; the Sectoid corpse tile has as of now -holdon to your brain-
*** 5% MoraleBonus, 10% Econo AND 25% Research!! ***)

Key here was to give any of these the "Placement limit" of ONE... since, i can't imagine how hugely unbalancing these values would get after accumulating all over the place.
A planet may get more Soldiering strength from the *Planetary Defense*; but if a group of similar numbers are added in the long run (slowly, over time) by self-updating new buildings - it makes sense.

Trick was to balance it all out, i think. Mind you, it will certainly needs some fine-tuning but the next 05-F version will expose all of this theory through gameplay testings by others.

I will certainly need to use much more feedback from people to enhance this further.
I --could have-- used the Ability limitation principles you mentioned, though.

Thus, why i really, very, truly want that too!
:)
Reply #2 Top
However, you saying you chain the building? I read, the bonus for normal PI simply does not apply at all.
I tested...
Alien Excange Center +1Trade Civ wide
with normal PI overall Trade shows still 10% when researched Trade

with SP/GA PI Trade show overall 11% :(

All bonuses showed up as they should
End of quote

Where?
In planet screen it shows up but civ screen say otherwise
Are you saying the bonus gets applied if placementlimit=1?
Reply #3 Top
These numbers show up on the summary of individual planets but NOT on the overall cumulative %s found in the Stats&Graphs rundown.
The placement limit of *1* is another way for me to simply control (somehow) the actual impact about all of these.
And, yep... in fact, they are sortof "chained" together; self-updating has the advantage of automatically giving out the new values once the necessary techs have been reached. (PS; but the player can always *stop* the upgrading process!)

There is a distinction to make about what *Bonus* could mean in any cases;

1) SP & GA values gets driven in by a (Ability)x(/Ability) line declared in the PI.xml file for that specific building.

2) Normal PIs get such stuff --only-- from lines which are (??..bonus)x(/??..bonus)

Thus, the MORALE(etc) effect on the entire empire can be modified with supplemental values accumulating with #1 or localized with #2.

Now, if you were to give a Normal building the general Ability multiplicator edge... can you foresee the consequence? Take Workshops as an example and give them all an SP-GA_Ability slot;

Say, SocialProduction at 5% each... and imagine how **incredibly** high the usual hammers of every planets around would grow into!
Planet X has 16 tiles and 12 of them are workshops with a 5% (to the main Ability #6, btw) adding in for each... Planet Y, Planet Z, etc.
All of this is instead of a + 1,2,3.. Hammers -- LOCAL, only.

Sure, i'd want that powerhouse numbers cranker too - but i certainly wouldn't be surprised by some or many Ability slots showing up as 50,000++% (ad infinitum) in the Stats.

I guess, we'd need to set a fixed limit per buildings in the .00000001 decimal scales... or else it should get wildly unbalancing - to say the least.

;)
Reply #4 Top
Yes, this still leaves one question left...
How to work around for say logistics or trade?
There is no local equivalent :(
Even a local bonus wouldn't help that much.
Reply #5 Top
Logistics? What about speed_bonus! Even if you can fleet up 5 ships together, a behemoth huge ship twice as fast could get even more powerful once experience starts to crank out the overall attack/defense ratios.
Trade? I'd risk a *same reasoning* for that particular one; routes are equal to distances - put a hyperwarp on old Trade-ships and you've got yourself a much better econo output.

I prefer indirect solutions. Even if only Local.

Sometimes i sooooo wished for the Drath fleet enhancer building, too.
Which is to say that there are a number of possibilities already coded in. All we need is to search for "similar or near enough" effects.
Reply #6 Top
Yes, but I cant replace say Logistics Tech branch with buildings, the idea is to have sort of dynamic logistics depending on owned planets and PI built :(
I also can't make trade much more valueable for the race.
Reply #7 Top
Ahhhh, now i get it.

Why not use a bunch of new Super-Projects?
These can have the regular Ability by tag (straight %) rather than local bonuses only. One only (with #28-Logistics) plus any others that could increase simple things such Speed?

Just take the newly added APOC_Hospital properties in X-Worlds for DA;
it goes like this...

(AbilityType)13(/AbilityType)
(AbilityAmount)10(/AbilityAmount)
(ManufactureBonus)50(/ManufactureBonus)
(PlanetaryQualityBonus)25(/PlanetaryQualityBonus)
(StarshipQualityBonus)10(/StarshipQualityBonus)

It works.
Just as smooth as intended!
;)
Reply #8 Top
I would have to create a whole bunch of say logistics SPs, since the limit of 1 per empire applies.
That is why I want to have a normal PI with limit=1 which can be build on every owned planet, thus increasing logictics by say +2 LP per planet. The result is, a planet can hold/afford/maintain at minimum 1 tiny ship in orbit for defense ; locistics would not be capped by a static value from tech gain, instead it would be only capped by yourself, mapsize and planet-PI-count :)
That's the plan, reality proves unfortuately otherwise.
Reply #9 Top
Oh, well... i guess you haven't detected something i intentionally inserted above.

My main problem with these is that i simply CAN'T seem to be able to let the game to recognize the darn PlanetaryQualityBonus, no matter what i've tried yet, how, what or where in any necessary files.

This isn't the only kind of somehow invalid abilities which are, in fact, all properly listed in Carielf "mod-guide". Some notes do warn us about a few not being handle, that i can understand. But PQB ---should--- work and it doesn't.

Another weird thing i noticed; some of the new stuff i put into the PI or TechTree xmls doesn't activate at first try... i must reload a new game and only then, the new values get to be used or validated. Could be an *INI* tapping or indirect updating of internal code references. (Heck, that may even be caused by a swapping of temp values straight back & forth to my local drive OS_pagefile.sys!)

There's also a maximum of THREE bonuses allowed per PI, it seems.

One more correction i HAD to do to help me parsing through what was missing or unlisted as it should, was editing the screens.str file to alter what is below (in two different places, btw);

****
[Ability0] Economics Skill:
[Ability1] Weapons Skill:
[Ability2] Defense Skill:
[Ability3] Speed Skill:
[Ability4] Morale Skill:
[Ability5] Pop. Growth Skill:
[Ability6] Social Prod Skill:
[Ability7] Military Prod Skill:
[Ability8] Research Skill:
[Ability9] Influence Skill:
[Ability10] Trade Skill:
[Ability11] Diplomacy Skill:
[Ability12] Hit Points Skill:
[Ability13] Repair Skill:
[Ability14] Sensor Increase:
[Ability15] Espionage Skill:
[Ability16] Soldiering Skill:
[Ability17] Interest Rates Skill:
[Ability18] Planet Quality Skill:
[Ability19] Trade Routes Value:
[Ability20] Crime --:
[Ability21] Cabinet --:
[Ability22] Range Value:
[Ability23] Luck Skill:
[Ability24] Courage Skill:
[Ability25] Creativity Skill:
[Ability26] Government --:
[Ability27] Loyalty Skill:
[Ability28] Logistics Points:
[Ability29] Miniaturization Skill:
[Ability30] Home Planet Quality Skill:
***

...as such, the *real* other BONUSES aren't mixed up (while being written up on the Planet's screen!) with the true general abilities (renamed Skill or Value).

There are frustrating areas where we simply can't alter hard-coded values - but, i'd say that i mostly found some alternate solutions 75% of the time.

Oh, and RangeAbility is another tricky gimmick which gave me lots of headaches. Plus, the infamous RepairAbility who wouldn't load up for a new tech (Repair Crews) for awhile. Real strange, at times.
So far, so good though.

Keep trying, one never knows what can be discovered through trial & error.

Just fitting the whole total of NINE statistic bars into the Graphs chart -instead of the previous seven-... losing the annoying scroll left-right just to have Production & Technology together all at once... was one of those magical moments of glory.
That screen also need a new TAB called "Tasks" too. But i doubt, it will get used unless i can get SD to activate it or patch the executable by myself (for personal use, or not).

That particular *DomesticGraphsEntryWnd.dxpack* file will certainly get into X-Worlds v05-F along with a bunch of other small 'enhancements'.

;)
Reply #10 Top
Another weird thing i noticed; some of the new stuff i put into the PI or TechTree xmls doesn't activate at first try... i must reload a new game and only then, the new values get to be used or validated.
End of quote


Exactly what I noticed with the extreme colonization techs, it works without reloading, but say the UI does not update properly, means the main map does not update the little extreme icon say to yellow, but the mini view of the planet does. My guess is a missing dx call eg RedrawMap or RenderMap :d
All is fine after reloading, really irritating...
The underlying code must be somehow different from the one that controlls the research events.
Reply #11 Top
Man it getting to be a headache trying to figure this stuff out :D

Nasty