Newbie questions for Ultimate Edition

1.  If I have used up all the planet tiles for social projects and don't want to build any ships or have no stardock, do the military shields go to waste or get converted to cash?

2.  If I demoliah a building, do I get any cash/production back?

3.  What do the +5/+10/+20 bonuses actually do?  Economy +20, I assume adds 20% to your total income.  What about +10 soldiering, +10 morale, etc?  What baseline are they affecting? 

4.  Are Dread Lords and Dark Avatar already fully patched in UE?  I assume TA v2.0 does not patch DL and DA?  I am still waiting for the UE patch on Impulse by the way.

5.  Are the DL campaigns supposed to be patched?  I am playing the first scenario and it seems a little buggy.

13,944 views 12 replies
Reply #1 Top

1.if a planet got no social and military project going on, the production is not used and therefore the money is left on your account (you still pay for maintenance)

if a planet got no social and a military project going on, some of the social production goes over to military

if a planet go a social project but no military, the military production is not used and therefore the money is left on your account

2. no

3. https://www.galciv.wikia.com/wiki/Racial_bonus

Reply #2 Top

if a planet got no social and a military project going on, some of the social production goes over to military
End of quote

All of it, actually-base times funded rate-but neither social's bonus nor military's bonus is applied.

4. They should be-DA got a 2.0 update as well, but if memory serves the only real change was the spying system.  (DL got an update to 1.53 about the same time the 2.0 update went out, but that was just Vista stability fixes.)

5. Define buggy?

Reply #3 Top

Possible bugs:

1.  I created a new ship design, saved it, but later deleted (not obsolete) it in the shipyard.  Later when I created another ship design with the same name and saved it, I got back the old ship design instead of the new one.

2.  When I used Upgrade design in the shipyard, I got the stripped down version of the design without weapons or engines.  Is this supposed to be the case?

3.  I have 2 fleets on the same tile, a strong fleet and a weaker one.  I want to attack a planet with the weaker fleet, so I selected this fleet to attack.  However, it's always the stronger fleet that does the attack.

Other questions I have:

6.  Are there any visible attack odds before you attack (Like Civ4)?

7.  Where can I view the combined bonuses I get from all sources (civ bonus + starbase resources + anomalies)?

8.  Are there any undocumented keyboard shortcuts?

9.  Courage trait and the Soldiering traits are cumulative?

10.  If a ship/social project is partially built and I switch production, are the shields lost or do they decay?  For partially built super projects that have been built by other civs, is there a cash refund?

Reply #4 Top

2. In Options-->Interface find Remove functional components when upgrading a ship design and uncheck it.

7. Planet Details screen from Colony Manager will show you your starbase bonuses for the planet, but that's not what you're asking.  You're looking for the Stats & Graphs screen in the Civilization Manager window-the totals for your abilities include any mining resource starbases you may have, any racial abilities you may have, whether from customization or from techs, and any bonuses you get from anomalies as well-they all count as "racial" bonuses.  If memory serves it also shows the political party bonus there as well but I'm not 100% positive of that.

8. Other than Ctrl + P being remapped to Ctrl + Shift + N in TA, I think they're all here.

9. Courage has had its description updated for the TA manual-it has no effect on land battles; it's a space effect.  I don't remember the specifics, but I believe it functions similar to the luck bonus when you're outnumbered/outgunned.

10. You can switch production to a different social project and the production invested on anything still in the queue is not lost.  The same does not apply for ships because there is no ship build queue.

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Reply #5 Top

For 10, I think shields from a partially built ship are auto transferred to the new ship project.  I have seen ships with fast build time because I was building one design and then switched to another one halfway.

I have some more questions:

11.  What does XP for a ship do?  How many do I need to get the benefits?  Is XP gain fixed or dependent on the strength of opponent ship?

12.  Do projects like Micro Repair Bots, Xinathium Hull, Tri Quan Training affect all your planets or only the planet they are built on?  I only see their benefits listed in the summary button of the planet where they are built.

13.  How do I check which one is my best social production city to buiild super projects?  The planet summary screens only list planets by their current production (whether military or social), what I want to know is if I focussed solely on social production, which city is most productive?

14.  When bombarding a planet during invasion, how does the decrease in planet quality actually affect the planet?  I don't see any difference in the number of useable tiles before and after the invasion.  Also, is the planet quality damage repairable?

15.  When building colony ships or troop transports, sometimes the ships do not load the maximum number of colonists/troops.  How is this troop number determined?

16.  Is there a rule of thumb on how many ground troops are needed to successfully invade a planet, given a certain soldiering ratio?  How do soldiering points translate into the randomised ratio during battle?

17.  The bonus numbers given in the game are inconsistent, e.g. +10 economy is referring to +10% but +10 defense is referring to +1.  Is there a compiled list/table of what the actual units are?  Some don't even make much sense, like +25% creativity, +25% lucky, +1 diplomacy (purely a comparison of numbers?), +10% loyalty.

Reply #6 Top

For 10, I think shields from a partially built ship are auto transferred to the new ship project. I have seen ships with fast build time because I was building one design and then switched to another one halfway.
End of quote

D'oh.

You are correct-I was thinking of transferring to next in line on completion, which doesn't happen with social either anyway.

12. You're looking in the wrong place-you'll find that they're included in the numbers in the Stats & Graphs screen.  Trade goods are civ-wide.

13. Civilization Manager --> Colony List.  F1 planet list can also do it but the colony list is so much more user friendly.

14. Not repairable.  Why are you using mass drivers anyway?  :(  You do lose tiles-there's a bug where it factors in the base planet quality, so in some instances you can actually wind up gaining tiles (for instance bomb a class 8 which started as a class 5 and it'll go down to a class 4, which, voila, becomes a class 15/16 with terraforming) but it's not often there are opportunities to take advantage of that, and it really needs to get fixed.

15.  Some percentage of the planet's current population-I want to say 25% but that's probably wrong.

16. The three things that are factored in are tech, soldiering, and pseudo-randomness, so it's hard to say exactly...especially since I don't use traditional warfare often.  Information warfare gets me more troops, and denies them from the enemy, and in TA you're going to lose a lot of buildings anyway so tidal disruption isn't half bad.  But in general if you have anywhere from 50% to 75% of the planet's pop in your transports then you have a decent chance of taking the planet, when soldering is equal (in my experience).  More is better, obviously.

17. Where is +10 defense referred to as +1?  The only thing that really does that is speed, which shows +10 but gives +1.

Reply #7 Top

Thanks Sole Soul.

Any idea about the effect of XP (No. 11)?

Reply #8 Top

Quoting Fistleaf, reply 7
Thanks Sole Soul.

Any idea about the effect of XP (No. 11)?
End of Fistleaf's quote

I started typing up a response to that question but it's been a while since I've looked at it and I never researched it in any great detail.

It does seem however that the experience required for your ship to reach the next level is highly dependent on your ship's attack.

I am aware that doesn't make much sense, but the last time I looked, that is what I observed.

Beyond that I'm afraid I can't give raw numbers or even ratios for how much you need for each level.

For what it's worth you only get experience (in my...experience) for killing off armed ships.

Lastly, all ships in a fleet get the full amount of experience that a single ship gets, so if you're trying to level up ships it's best to have them in the largest fleet you can manage (incidentally as you should have them at the lowest attack you can manage this is the only way they're going to kill anything).  I've only tested this with identical ships, though-I have no idea what bearing having a 500 attack behemoth in a fleet with 25 attack ships will do to the experience earned.

If you'd like I can look into this in more detail in the next couple of days, but I can't promise a fast turnaround, as real life has me jumping through flaming hoops at the moment.

Reply #9 Top

That's fine, thanks.  No hurry.

Reply #10 Top

I was under the impression that XP gain was based on the ratio of your ship's total cost to the target's total cost, but I can see how the attack ratio might work as well - the two values track pretty well together. You CAN gain XP from unarmed ships, but it's almost always a minimal amount.

As for what it does, it increases the HP of your ship.

Reply #11 Top

Quoting WIllythemailboy, reply 10
I was under the impression that XP gain was based on the ratio of your ship's total cost to the target's total cost, but I can see how the attack ratio might work as well - the two values track pretty well together. You CAN gain XP from unarmed ships, but it's almost always a minimal amount.

As for what it does, it increases the HP of your ship.
End of WIllythemailboy's quote

Interesting-I hadn't looked into the ship's total cost as part of the equation.  I'm not sure why.

Yet another thing to keep in mind when I look at it.

Reply #12 Top

Update!

Total cost doesn't have anything to do with it.

Sorry Willy.

:)

The experience required to level up your ship is based on your ship's attack + defense.  It's effectively a 1-to-1 ratio.  It seems to be one more than this value (possibly influenced by the fact that there's a hidden 1% bonus to attack and defense even in the absence of bonuses, not positive) for the first level and increasing by 1 + half of your attack + defense value for each additional level.  Roughly.

The experience you gain for killing a ship is based on the attack + defense of the ship that you kill.  This is also effectively 1-to-1.  Willy states that you can in fact gain experience from unarmed ships and I've seen others mention this as well, but I'm not sure why they are assigned a non-zero value, although it's most likely a value of one.

Hull sizes and ship costs don't seem to have an impact.

And in attempting to determine the percentage of hp that a level increases it by, I've just now managed to crash my game.

Joy!

:)