Bonus tiles on planets

I have several options of what to build, need advice.

Hey everyone, new to the community and definately getting very sucked in to this Well thought out and intelligent game.

I'll make it quick.

 

I've discovered a planet, which has a tile for 300% research bonus. Thats awesome. So i should build a xeno lab on it.

However i also have the option of building my research capital on the tile. But i'm not sure if it will work the same way, can anybody give me the quick heads up as to how this works?

If the xeno labs do the research , but the capital provides a bonus to all labs on the planet, if i build the research capital on this 300% tile.... does that mean my bonus for the research capital goes through the roof? o_O

 

Any advice will be appreciated. Thanks guys.

5,712 views 14 replies
Reply #1 Top

The bonus tile will have no effect on the capital buildings, so only place normal research buildings on them.

And yes, if you build your research capital there the entire bonus tile increase will be factored in.

But I would wait to place the capital until you have all your planets. You never know, you may snag a planet with the 700% research bonus tile.

If you really want to see some skyrocketing research, find a 700% tile and go Neutral alignment so you can place the NLC on it. Add the capital and you'll be researching very fast indeed. (but, it will cost you big $$$ as well.)

Reply #2 Top

And, through such luck, you may even lower the research slider by a fair chunk to the left.

Reply #3 Top

I think that the only other capital that benefits from placement on a bonus tile is the Political one.  It gains either the extra morale or influence bonus, depending upon which bonus tile you use.

Reply #4 Top

Ahh yeah.. getting a grasp of how it works. Thanks. Haven't found any 700% tiles yet, 300 is the most i've seen; but its still awesome if you use it right; i had a planet covered in factories with a 300% manufacturing tile, stuck a manf. capital on it and it would churn out large hulls in like 3 turns. I was proud. Then i got wiped out.

Anyway, thanks for the info!

Reply #5 Top

Edit: Read the previous post wrong X|

Reply #6 Top

The 700 manufacturing bonus is fantastic, i like to restart until i get one on Earth! Reason.... because if i do that, i can set a higher difficulty level and the AI won't destroy me at the start. If i do not do that, then i have to set a lower difficulty level and then the AI becomes too weak mid game and i get bored and quit.  I want an AI that will challenge me right through the game, that is how!

 

I guess it is the strength scalling as the game progresses.... for some reason the AI is very strong at the start and remains strong for a while, but then when things finally turn, they turn hard and the AI just flops over on its ass very quickly and the challenge is gone. Basically you get two modes of play 1) survival, 2) mopping up. What i like is neither, i like blow for blow epic struggles.

 

The 700 manufacturing bonus cools off the massive early strength of the AI so you can survive. Then the 700 bonus fades into insignificance as the game progresses, so you are left with a nice powerful AI to slog it out with.

Reply #7 Top

It's because the AI rush buys colonizers and ends up beating you to most of the planets, then going into massive debt.

Reply #8 Top

Quoting Lavitage, reply 7
It's because the AI rush buys colonizers and ends up beating you to most of the planets, then going into massive debt.
End of Lavitage's quote

 

Well dept might be a factor, but i have never seen it slow the AI down? Because i am always trading techs in my games, and the AI always has money to buy!.... unless they are getting pulverised by another race, in that case i have often seen them with zero credits.

 

In the colony rush stage of the game, if the player was to rush buy colony ships using dept options, then his economy would wind down until it is impossible for him to build anything or research anything. Then he can sit and wait for the AI to come and take his planets. Now in any normal game, most players will hit a financial wall pretty early in the game during or just after the colony rush regardless if they use dept options or not.

 

but this 'financial wall' seems to be something the AI is immuned to, The AI powers on.... spams you with colony ships and then somehow has resources to immediately spam you with military fleets while out researching you as well!! (Asuming your playing a dificulty level you find challenging that is).

Reply #9 Top

Thanks for explaining that guys. When your new theres always some questions that are left unanswered; so that helped me along the way thanks.

 

@ Mystik mind, lol, cheating AI is present in every RTS game ever made i believe. the best AI in the best games just has restrictions to make it appear like they don't know exactly where you are at every given moment. Yeah i've noticed it in this game.

But hell. It's nothing compared to the insanity that was Moo3. Makes me shudder. Still never won a war.

Galciv nails it in almost every way.

Reply #10 Top

Quoting Littlealx, reply 9
@ Mystik mind, lol, cheating AI is present in every RTS game ever made i believe. the best AI in the best games just has restrictions to make it appear like they don't know exactly where you are at every given moment. Yeah i've noticed it in this game.

But hell. It's nothing compared to the insanity that was Moo3. Makes me shudder. Still never won a war.

Galciv nails it in almost every way.
End of Littlealx's quote

 

I don't mind most aspects of the 'cheating' AI, i mean that's why dificulty levels above average are in the game! But there is a fine line between things that make the game more challenging and things that are just plain stupid such as trading techs in DA.

Reply #11 Top

Actually, I see AIs going broke fairly often even at Suicidal, where they get an econ bonus big enough to make colonies break even at about half a billion people. Of course, my trading IP for all their BCs every four turns might have something to do with it *_*

Minor civs tend to get it worst, but I've seen major civs go 12+ turns with negative bc balances.

Reply #12 Top

Quoting WIllythemailboy, reply 11
Actually, I see AIs going broke fairly often even at Suicidal, where they get an econ bonus big enough to make colonies break even at about half a billion people. Of course, my trading IP for all their BCs every four turns might have something to do with it

Minor civs tend to get it worst, but I've seen major civs go 12+ turns with negative bc balances.
End of WIllythemailboy's quote

 

I have seen them do that too, but never when they are in a dominating position - mostly when they are being munched by an AI in a dominating position!

 

In my current game, i have drengin set to Godlike and we both have ships at maximum technology. The Drengin are able to maintain a staggering number of fleets compared to me, and most of their planets are dominated by factories wheras most of my planets are dominated by stock markets! I hold a forward position on their boarder with 16 military starbases!! Initially they went for those starbases pretty hard but since i have seriously upgraded the ship support modules, they seem to have given up attacking me and have focussed on other enemies. Thats pretty smart of them really!

 

My own power fleets can stand toe to to against theirs away from the starbases but the casualties are horrible, so i have started building cargo hull vessels armed to the teeth. They are cheaper and, well if my ships are going to die regardless, they may as well be cargo hulls. Hitpoints and defences are irrelevant to the game when maximum weapons tech is in play, save for 1 on 1 combat.

 

Anyway, in this game i have seen two drengin fleets dissapear on approach to my forward starbase location? This is odd behaviour indeed, because at least those ships may as well go out fighting rather than just disband? A sign that their finances are under pressure tho..... especially since i put agents on all their farms!! }:)

Reply #13 Top

The econ bonus the AI gets on the hard difficulties is asinine.  They don't need markets, and can fill an entire 16 tile planet with industry and still bring in money from taxes.  I would much rather have a game that's harder because the AI uses more intense algorithms to figure out the next turn rather than just have massive resources. 

That is, however, how every RTS game works - harder difficulty is only harder due to resource handicaps, nothing more.  I do find that selecting the option "force AI to use full CPU" makes the game more challenging, so I can play on 'hard' and have a challenging game without worrying about a 'cheating whore' A.I.

Are you sure this "Research Capitol" or "Political Capitol" being placed on resource tiles works in "Twilight of Anor"?  Almost all these forums' strategies are for "GC II", or "GC II: Dark Avatar".  For instance, you cannot play a full economic game in "Twilight" but you can do it very easily in "GC II" and to some extent in "GC II: DA".  Mostly because you don't start right away with farms and entertainment, and can't milk the taxes dry.

I've also noticed that the trick to give your second planet away for tech or funds, and have it convert back over to you a turn or two later doesn't work in "GC II: ToA" like it did in the other two.  Seems the programers found the ways players were breaking the game and attempted to correct the issues :(

 

Reply #14 Top

Are you sure this "Research Capitol" or "Political Capitol" being placed on resource tiles works in "Twilight of Anor"?
End of quote

The research capitol does not benefit from a bonus tile. To my knowledge it has not ever done so in any version of the game.

The political capital can benefit from either morale or influence bonus tiles.