Question about Planetary Tiles

I'm a little fuzzy on how planetary tiles work since I have not had a chance to play the game yet. When you build something on a tile, does it act like a single building which is finite in it's value, or does it act like the DEAs in MOO3, where you can add to it to increase it's overall value? For example, (using terminology from MOO series as I haven't played GC at all) do you build automated factories on one tile, and robotic fatories on another, or do you build an Industry tile, and add automated and robotic components?
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Reply #1 Top
All the components aren't in place yet but as I understand the planned system it's more like your second example. You build a factory on a tile and that means that it's an industrial zone that you can upgrade in capacity and capability as you gain technology.
Reply #2 Top
Cool, thanks. I was considering posting that as an idea to add, but I didn't want to look a fool if it was already there
Reply #3 Top
So far, a tile has a maximum effect it generates. For instance, a basic factory can generate 10 shields, when you spend 100% on military building. As GC players tend to play around with their spending split, the actual yield will generally be less then maximum.

As for the higher/more advanced buildings, currently, we only have upgrades for StarPort. That works by REPLACING the original Star Port in the selectable build queue with Upgraded Star Port. For worlds that already have a Star Port, you upgrade that facility by selecting that tile, and selecting "Upgraded Star Port". Then, when the social queue works its way to that item, it gets upgraded. I am presuming that the upgrades to the other facilities will work similarly.
Reply #4 Top
Thinking about the tile system. A bit more complexity can be added and make each world a Simcity game. Expand the number of tiles and require residential tiles to be near but not too near the industrial tiles to provide jobs to produce shields.

As a side note. Is there a way to search these forums?
Reply #5 Top
Thinking about the tile system. A bit more complexity can be added and make each world a Simcity game. Expand the number of tiles and require residential tiles to be near but not too near the industrial tiles to provide jobs to produce shields.

Well, titles in Galciv correspond to HUGE perimeters for their inhabitants: there will be something like at most 120 titles for each planet. Now look at Earth and divided it (earth, see, ocean, mountain) in 120 titles. You will have a glimpse of the real size of Galciv title.

If some title are devoted to residential while other to industriy, I wouldn't live on such planet: I don't want to cross halft of the planet to go to work