Mystikmind Mystikmind

Why are my worlds so undeveloped?

Why are my worlds so undeveloped?

So i played my first game with the latest updates.

I thought i would try tech trading and brokering off because i heard its good even though i never went well with that in the past.

Then during the game everything went very well, and i had managed to get quite a few survey ships early on and found an exceptional number of instant tech anomalies (I was careful to switch to an expensive tech each time before surveying).

I noticed the Drengin had very powerful fleets but i was not worried since i had already researched large hulls and drone carriers.

Now everything seems to be happening pretty fast, only just started building up economic starbases, and one AI surrendered to me after the Drengin attacked them. I got a few of their worlds... i was shocked... they were seriously ahead of my worlds in development? Then shortly after the Drengin declared war on me, so i developed some nice ships to counter. I went to the shipyard to build.... how long?? your joking!!!! i quit the game. Why all my worlds want to be so slow developing and building??

Oh yea, it was normal before that science worlds wont develop for shxt. I am still rush buying on my main science worlds even towards the end of a game, its exhausting, but other worlds can usually develop ok. Seems that all my worlds are behaving like science worlds in this particular game?? lol

 

 

 

 

255,262 views 91 replies
Reply #51 Top

Special "ships built with this improvement" apply the turn the ship is created. If it works even if zero production is provided by the source planet(due to range) then you could conceivably put all those improvements on one planet and just route it to every ship's last turn. But honestly, you should just build more ships rather than making less that are very slightly better.

Reply #52 Top

Quoting exelsis, reply 51

Special "ships built with this improvement" apply the turn the ship is created. If it works even if zero production is provided by the source planet(due to range) then you could conceivably put all those improvements on one planet and just route it to every ship's last turn. But honestly, you should just build more ships rather than making less that are very slightly better.
End of exelsis's quote

 

That's good to know, thanks.

 

Well, i do build 'more ships' but those go towards 'militia' fleets primarily just for defense.

 

Then i like to build 'special' fleets (few in number) which are the best ships i can get for the purpose of the pure enjoyment of combat - and for these ships, i do want every little edge i can get.

 

I was thinking of setting up with a cluster of about 3 or 4 worlds and putting the best ships i can build in every shipyard and usually they will be very slow to build, so it should not be too much trouble to keep an eye on it and switch the shipyard project planet to each one on the last turn of production.

Reply #53 Top

If I understand the question right without an ideology perk you have shipyard decay after five tiles so it is important to move your shipyard to cover as many planets you are sponsoring as possible including your highest manufacturing planet is a primary concern.  What this means if you switch shipyards with your manufacturing capital you lose manufacturing because of distance decay. This should be a concern in both positioning, or moving your shipyard, and picking planets to sponser your shipyard.

Reply #54 Top

Quoting admiralWillyWilber, reply 53

If I understand the question right without an ideology perk you have shipyard decay after five tiles so it is important to move your shipyard to cover as many planets you are sponsoring as possible including your highest manufacturing planet is a primary concern.  What this means if you switch shipyards with your manufacturing capital you lose manufacturing because of distance decay. This should be a concern in both positioning, or moving your shipyard, and picking planets to sponser your shipyard.
End of admiralWillyWilber's quote

 

Five tiles is it?

 

Because you know how unaffiliated planets are automatically attached to any nearby shipyard if that planet built the shipyard or not...... Well i noticed unaffiliated planets more than five tiles away are not automatically attached and i had to do it manually, this must explain why? But always i will give those planets there own shipyard as soon as its productive capacity makes it worthwhile to do so or the shipyard it is helping is producing constructors less than five turns.

-once a shipyard starts getting fast i will detach assisting planets because fast production is less efficient (unless i am building combat vessels of course).

Reply #55 Top

Quoting Mystikmind, reply 54

Five tiles is it?
End of Mystikmind's quote

6 Actualy, Standard, Ideology perks can boost this, alot.

EDIT:

Military Subsidies is your best friend btw, in regards to producing ships quickly that a shipyard would normaly take an age to build. For example, currently I have a shipyard that takes 24 turns to build a colony ship, I switched 1 of the 3 planets sponsering to Military Subsidies and they get produced every 3 turns now. Switch 2 and its every turn.

Reply #56 Top

Quoting Mystikmind, reply 54

-once a shipyard starts getting fast i will detach assisting planets because fast production is less efficient (unless i am building combat vessels of course).
End of Mystikmind's quote
Only if you don't throw in the occasional super large ship. If you have 1000 manufacturing and build a 100 manufacturing constructor, the 900 additional manufacturing are not lost, but stockpiled. The stockpile contributes to the production of the next ship. This means if you build 10 such constructors you will have a stockpile of 9000 manufacturing afterwards and can build a 10000 manufacturing ship in one turn, even though technicly your shipyard only gets 1000 manufacturing per turn.

The same applies for planetary production for improvements and I suspect it also applies for research.

Reply #57 Top

Quoting Horemvore, reply 55


6 Actualy, Standard, Ideology perks can boost this, alot.

EDIT:

Military Subsidies is your best friend btw, in regards to producing ships quickly that a shipyard would normaly take an age to build. For example, currently I have a shipyard that takes 24 turns to build a colony ship, I switched 1 of the 3 planets sponsering to Military Subsidies and they get produced every 3 turns now. Switch 2 and its every turn.

End of Horemvore's quote

 

I do use military subsidies - usually when the planet doesn't have anything useful to build though.

 

Interestingly, last night when i switch to military subsidies, my planet builds a shipyard!!! I thought possibly because similar looking option? But then again, lately my planets have been building wrong things..... because my mouse has been getting a bit 'sticky' here and there, don't you just hate a sticky mouse!! grrrrrr

 

Quoting zuPloed, reply 56


Quoting Mystikmind,

-once a shipyard starts getting fast i will detach assisting planets because fast production is less efficient (unless i am building combat vessels of course).

Only if you don't throw in the occasional super large ship. If you have 1000 manufacturing and build a 100 manufacturing constructor, the 900 additional manufacturing are not lost, but stockpiled. The stockpile contributes to the production of the next ship. This means if you build 10 such constructors you will have a stockpile of 9000 manufacturing afterwards and can build a 10000 manufacturing ship in one turn, even though technicly your shipyard only gets 1000 manufacturing per turn.

The same applies for planetary production for improvements and I suspect it also applies for research.

End of zuPloed's quote

 

I did not know any production is carried over?? I have not seen any evidence of this?

I know it used to in Galciv2, so you could actually change a ship or planetary construction half way through an the production is switched to the new project but this is forbidden in Galciv3.

Reply #58 Top

Quoting Mystikmind, reply 57

I did not know any production is carried over?? I have not seen any evidence of this?
End of Mystikmind's quote

It does.

Reply #59 Top

Quoting Horemvore, reply 58


Quoting Mystikmind,

I did not know any production is carried over?? I have not seen any evidence of this?



It does.

End of Horemvore's quote

 

Hmmm, does the advised number of turns for production fail to take this excess production in to account? That might explain why i have not observed any evidence of this excess production being carried over?

 

Reply #60 Top

Yes, it fails to take this into account, when displaying the expected finishing time of a ship/improvement. You can make it visible if you have an empty queue and hover the mouse over the empty production queue. If there is a stockpile, A tip will pop up. You can slo just try it out yourslef, build a world up to have 60 manufacturing, build a couple of 3 manufacturing improvements and then an expensive one (e.g promethion reserve). It will be finished faster then is displayed in the turn you order it.

You don't get this effect for changing a half finished project, this manufacturing goes down the drain.

Reply #61 Top

Quoting zuPloed, reply 60

Yes, it fails to take this into account, when displaying the expected finishing time of a ship/improvement. You can make it visible if you have an empty queue and hover the mouse over the empty production queue. If there is a stockpile, A tip will pop up. You can slo just try it out yourslef, build a world up to have 60 manufacturing, build a couple of 3 manufacturing improvements and then an expensive one (e.g promethion reserve). It will be finished faster then is displayed in the turn you order it.

You don't get this effect for changing a half finished project, this manufacturing goes down the drain.
End of zuPloed's quote

 

Ok, well of course i will never notice/remember if something got built sooner than reported! lol

 

But then how come the first factory on Earth is reported to finish in 4 turns but then the next turn it changes to 7 turns?

Reply #62 Top

Because you started building something at the shipyard, which eats half the production of the planet at the initial setting of 50/50.

Reply #63 Top

Quoting psychoak, reply 62

Because you started building something at the shipyard, which eats half the production of the planet at the initial setting of 50/50.
End of psychoak's quote

 

Huh? But I thought social and military production was separate? Its not?

Reply #64 Top

The slider says how much of it goes, the actual shipyard says if it goes in the first place.  If you don't have a shipyard, or have an inactive shipyard, none of it is going.  Until you actually set something building, your planet is assuming full production just as if there wasn't an attached shipyard to start with.

Reply #65 Top

Quoting psychoak, reply 64

The slider says how much of it goes, the actual shipyard says if it goes in the first place.  If you don't have a shipyard, or have an inactive shipyard, none of it is going.  Until you actually set something building, your planet is assuming full production just as if there wasn't an attached shipyard to start with.
End of psychoak's quote

 

OMG wish i knew this sooner!!! In all my games I have been building ships at my main science worlds and any other worlds that are a struggle to develop!

Reply #66 Top

Yes, that would be a bit of a drag on them. :)

Reply #67 Top

Quoting Mystikmind, reply 65


Quoting psychoak,

The slider says how much of it goes, the actual shipyard says if it goes in the first place.  If you don't have a shipyard, or have an inactive shipyard, none of it is going.  Until you actually set something building, your planet is assuming full production just as if there wasn't an attached shipyard to start with.



 

OMG wish i knew this sooner!!! In all my games I have been building ships at my main science worlds and any other worlds that are a struggle to develop!

End of Mystikmind's quote

 

Oh well, it is an answer that contributes well to the topic of this thread.... why are my worlds so undeveloped! .... because i sucked all the life out of them building ships! lol

 

Edit: why it always trick me to quote the wrong message? I am tired of that.

Reply #68 Top
Quoting Mystikmind, reply 57

I did not know any production is carried over?? I have not seen any evidence of this?

I know it used to in Galciv2, so you could actually change a ship or planetary construction half way through an the production is switched to the new project but this is forbidden in Galciv3.

End of Mystikmind's quote

 

Hover over the empty space under your shipyard build queue.  It will display any accumulated production.  If your build list is so long there is no empty space, you are out of luck finding a displayed value.  My favorite trick is to let a high production shipyard pop out a bunch of upgrade constructors one per turn while I research my latest military tech.  Then I upgrade my designs and use the accumulated manufacturing to pop out a fresh new shiny top of the line ship,  It's not a big exploit or anything, but it is fun.

Reply #69 Top

Quoting erischild, reply 68


Quoting Mystikmind,


I did not know any production is carried over?? I have not seen any evidence of this?

I know it used to in Galciv2, so you could actually change a ship or planetary construction half way through an the production is switched to the new project but this is forbidden in Galciv3.



 

Hover over the empty space under your shipyard build queue.  It will display any accumulated production.  If your build list is so long there is no empty space, you are out of luck finding a displayed value.  My favorite trick is to let a high production shipyard pop out a bunch of upgrade constructors one per turn while I research my latest military tech.  Then I upgrade my designs and use the accumulated manufacturing to pop out a fresh new shiny top of the line ship,  It's not a big exploit or anything, but it is fun.

End of erischild's quote

 

Good tip, thx

Reply #70 Top

Quoting admiralWillyWilber, reply 53

If I understand the question right without an ideology perk you have shipyard decay after five tiles so it is important to move your shipyard to cover as many planets you are sponsoring as possible including your highest manufacturing planet is a primary concern.  What this means if you switch shipyards with your manufacturing capital you lose manufacturing because of distance decay. This should be a concern in both positioning, or moving your shipyard, and picking planets to sponser your shipyard.
End of admiralWillyWilber's quote

 

Or you eliminate the decay. The Terran Alliance gets 50% shipyard decay reduction (Engineers Ability). When you couple that with Pragmatic -> Builder -> Coordinated, you get an additional 50% reduction, for a total of 100% reduction, which means any planet can sponsor any shipyard, anywhere, without decay. 

This is one of the reasons I take this as an Ability in a custom race too. The larger the map, the more valuable this Ability is. 

Also if you have a Shipyard in the middle of a bunch of plants, but not within two tiles of a specific planet, you cannot get people put on Colonizers or Transports (you have to go do a drive-by and pick them off a specific planet). My feeling is, it's just best to get rid of the decay as much as possible. 

Reply #71 Top

Quoting cbholmes, reply 70


Quoting admiralWillyWilber,
 

Also if you have a Shipyard in the middle of a bunch of plants, but not within two tiles of a specific planet, you cannot get people put on Colonizers or Transports (you have to go do a drive-by and pick them off a specific planet). My feeling is, it's just best to get rid of the decay as much as possible. 

End of cbholmes's quote

 

The distance limit for auto fill of a Colonizer or Transport is 6 tiles.  To my understanding this does not extend with any bonuses.  As you point out, you have to do land and leave maneuvers {an old phrase from pilot practice sessions is "touch and goes") to add population from planets beyond that radius.

Reply #72 Top

i was not worried since i had already researched large hulls and drone carriers.

...Now everything seems to be happening pretty fast, only just started building up economic starbases, 

End of quote

Here's the biggest problem.  Way too late to start rolling the economic starbase snowball down the path to victory.  This should be the first thing you concentrate on after the colony rush.

Reply #73 Top

Quoting Go4Celerity, reply 72


Quoting ,


i was not worried since i had already researched large hulls and drone carriers.

...Now everything seems to be happening pretty fast, only just started building up economic starbases, 



Here's the biggest problem.  Way too late to start rolling the economic starbase snowball down the path to victory.  This should be the first thing you concentrate on after the colony rush.

End of Go4Celerity's quote

 

Indeed!

 

So i have been replaying this same map.... i am not up to turn 270, i am about 190, but already i can see i am about 10 times more powerful than the first play through!

 

The only significant change was to build more factories from the start... plus making Earth my manufacturing capital.

 

The Drenging still managed to streak ahead on the power rating, but this time i did not wait for technology, i started building lots of prototype ships from early game.

 

The Drengin have been at war with me for a long time but have not attacked? How come? neither do they seem like they want to? I have just one powerful prototype ship fleet on their boarder looking for a fight, but i did not think i needed 'range' to find them, so my ships are stuck at range limit and the drengin wont come and play? What is wrong with them?

 

I did harrass them a few times with fast survey ships and kill their asteroid mines and any constructors i came accross. They have some powerful fleets but the speed is only 3, is that why they wont attack?

 

Their overall power rating is first at 2500 and i am second at about 2100. Their difficulty level is Genius.

Reply #74 Top

Shameless self-promotion: https://www.youtube.com/playlist?list=PL4hv-Mbo-IfWQnWeOAv8jFpSmkjdNpM6_

You might pick up a thing or two. 

Quoting Mystikmind, reply 73

The Drenging still managed to streak ahead on the power rating, but this time i did not wait for technology, i started building lots of prototype ships from early game.

End of Mystikmind's quote

Never concern yourself with the power rating. It means almost nothing. 

Quoting Mystikmind, reply 73

The Drengin have been at war with me for a long time but have not attacked? How come? neither do they seem like they want to? I have just one powerful prototype ship fleet on their boarder looking for a fight, but i did not think i needed 'range' to find them, so my ships are stuck at range limit and the drengin wont come and play? What is wrong with them?
End of Mystikmind's quote

How far away are they? If they are very far away, it is going to take them some time to get to you. 

Remember, the AI isn't smart: it will do things that human players would never do, like declare war before having a fleet ready, or declaring war over a long distance. 
 

Quoting Mystikmind, reply 73

They have some powerful fleets but the speed is only 3, is that why they wont attack?
End of Mystikmind's quote

That has a lot to do with it. With only 3 moves it will take them a long time to get to you. 
 

Quoting Mystikmind, reply 73

Their overall power rating is first at 2500 and i am second at about 2100. Their difficulty level is Genius.
End of Mystikmind's quote

"Genius" doesn't make them any smarter, it just gives them massive bonuses: http://galciv3.gamepedia.com/Difficulty_Settings

 

 

 

 

 

Reply #75 Top

Quoting Mystikmind, reply 73

I did harrass them a few times with fast survey ships and kill their asteroid mines and any constructors i came accross. They have some powerful fleets but the speed is only 3, is that why they wont attack?
End of Mystikmind's quote
This is the point where I suggest Horemvores Tweaked AI :P

Among other things the blueprints for ships are tweaked to ahve more engines.