Economy?

So, I've been busy for a while and hadn't had a chance yet to play Twilight of the Arnor.

It looks fun and I am looking forward to getting into it. I remember really looking forward to some sort of economy tweak. The slider + building thing didn't really seem to make a lot of sense in the original, and I was looking forward to losing the sliders or something to fix that strange coexistence. The all factories or all labs approach always seemed a bit TOO effective given the way the system works now.

However, I don't see any changes when glancing at it now. Does the system still work the same? What is there in place to encourage or discourage the all factories/all labs approach now?

I tried searching, but didn't have a lot of luck. I'm not trying to be negative about the game.. it looks like a ton was done. I just remembered this being on the plate (or was it for GalCiv 3?) and the way the economy worked was one of the 2 major complaints I had about GalCiv 2 (the other being the AI not waging wars effectively later in the game).

Thanks for any response!

 

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Reply #1 Top

The all X approach isn't as effective I've heard in TA since they adjusted the loss ratio from focus.

Other than that, the actual controls haven't changed.  On the flip side, the economy is MUCH tighter in TA than in DL/DA due to maintenance costs and such.

Reply #2 Top

The all X approach isn't as effective I've heard in TA since they adjusted the loss ratio from focus.
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While focus used to cost 25% and transfer 25%, it now costs 25% and transfers 20% (transfers 80% of what it costs, if you prefer).

Additionally, the increased maintenance on buildings in TA magnifies focus's actual cost.

With that said, if you know what you're doing, it's still preferable to do all-x.

On the flip side, the economy is MUCH tighter in TA than in DL/DA due to maintenance costs and such.
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You also start with somewhat less cash initially.  :)  Oh, and the tech capital is harder to get to now, if that's relevant-but perhaps more to the point in TA it now provides only a bonus to base research on the planet in question; racial bonuses are not applied to it.

The simple answer to your other question is that GC3 has not yet been announced, is due some time after Elemental, which is due to be released on February 15 of 2010 (but may be pushed back), and more relevantly, GC3's engine will be based on Elemental's, or so we are told, with the economic functions thereof being of specific interest.

Reply #3 Top

Well, getting high population quickly is often the best way to start bringing in money more quickly, I often select the modifier for my civ to get additional population growth, even if it's just 15%, it works well. I don't ever use the all-x approach myself, but so far, am currently 'winning' the game on Suicidal without too much problem at all playing as the Terrans, and using a build everything approach (normal play). Of course I have social set to nothing, and keep military and research around 50-50, but tweak it constantly throughout the game, And I set focus on each planet to social, when I have social buildings to make, then turn social focus off if that planet has no more improvements to build. Even with the loss of production power doing this, it is more effective than going 33/33/33 for all around build times/research times in most cases.

Of course I don't do this during colony rush, only once the colony rush is pretty much done.