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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Starship bouns
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by Citizen couslee - 10/31/2003 4:08:22 PM

Is this of any value? (IE shipyards)

Reason I ask, in my games, I have chose colonization events that give +50% to starships built there, built ship yards and similar projects, but it seems they have no effect. Compared to ships built at worlds that have no starship bonus, they are the same. They have the same hit points, attack and defence. Exactly HOW does this help your ships in battle?

Maybe it's broke.

                    
#1  by Veteran eradicus - 10/31/2003 9:43:27 PM

Supposedly makes the hull harder.I think it should raise hitpoints.Something tangible not some calculation in the background.I have also wondered about this and have since quit building the ship improvements as all seem to be the same from whatever planet built on no matter what improvements are there.

                      
#2  by Citizen couslee - 10/31/2003 10:02:04 PM

Thats why I am wondering if it is bugged/broke.

If it is mearly a background calculation thing, then sorry, but imho, is bad design. If I build something, esp when I pay a per turn maint for it, I want to SEE the benefits.

One reason I asked, is in a number of threads, including strat threads, it has been stated that you should build one on every planet. Following that notion, I tend to build all those available. That can be a lot of BC going out every turn.

Perhaps Cari can look into this. (HINT!!!!!)

                    
#3  by Citizen Jexal - 10/31/2003 10:51:57 PM

I use to build ship bonuses but it cost too much so I stopped.
Your fellow player,
Jaxel



                       Posted via Stardock Central
#4  by Citizen couslee - 11/2/2003 9:50:10 PM

Ok, during my last game I had the oppertunity to see wud-up.
Planet A: no starship bonuses (none of those buildings build.
Planet B: shipyard+Adv Qual Ctrl+colonization event +54% for a total of +79% starship bonus.

I build a battleship at both places. I chose a capital ship so that there would be enough ship stats to play with.
Build results:
Planet A: HP: 67 / Attack: 16 / Defence: 6
Planet B: HP: 67 / Attack: 18 / Defence: 7

Obviously something is wrong here. Even if the starship bonuses are applied before any on the other weapon/defence/HP techs are applied, it still don't hash out.

The Base values of a BB before tech bonuses are:
HP: 50 / Attack: 9 / Defence: 4

An attack of 9 x .79 = 7.11. Rounded down is +7. Therefore, even if the bonus is applied prior to other tech bonuses, the BB built at planet B should have had at least an attack of 23, and a defence of 9.

I will hold on to a save game for a little while, in case anyone wants to know what hp/a/d techs I researched.
[Message Edited]

                    
#5  by Citizen couslee - 11/2/2003 10:42:47 PM

Too late to re-edit

Relevant techs completed:
Tech.................HP......Weapons......Defence
Phasers...............0......10............0
Shields...............0.......0...........10
1-D Phasing...........0......10...........10
2-D Phasing...........0......10...........10
Mega Phasers..........0......10............0
Energy Channeling.....0......10............0
Re-Inforced Hulls....10.......0............0
Defensive Phasers.....0.......0...........10

Totals:..............10......50...........40

                    
#6  by Citizen Dracil - 11/2/2003 10:58:51 PM

Hmm, how 'bout posting up your empire ability stats too? You might have some extra bonuses from exploring the anomalies. There was also the bug where events don't add to the ship bonus (supposedly fixed in a bonus pack or later version. Which version are you using and do you have the bonus pack?), which if we assume, actually works out between ships A and B.

Attack of 9 * 0.25 = 2.25 rounds down to 2.
Defence of 4 * 0.25 = 1 rounds down to 1. Which is the difference between ship A and B.
[Message Edited]

          
#7  by Citizen couslee - 11/2/2003 11:06:11 PM

You mean it could be even worse? :O

lol, I had not even thought about the anomaly boosts. Considering the numbers from the stats page, I think they include the tech bonuses. From the stats page:

Weapons: 81%
Defence: 65%
HP: 35%

Attack of 9 * 0.25 = 2.25 rounds down to 2.
Defence of 4 * 0.25 = 1 rounds down to 1. Which is the difference between ship A and B.


Nice cross edit posting. lol

Where are you getting "0.25" from? even with just the tech bonuses, the weapons bonus would be 50% not 25%.

Game started (and finished) under 1.11. And yes I downloaded the bonus pack (if it requires a seperate action to install it, then fyi that was not done. Only Downloaded from SDC).
[Message Edited]

                    
#8  by Citizen Dracil - 11/2/2003 11:11:46 PM

Ok, that makes sense then. Let's review:

Base HP 50 * 1.35 = 67.5 rounds down to 67
Base Attack 9 * 1.81 = 16.29 rounds down to 16.
Base Defence 4 * 1.65 = 6.6 rounds down to 6.

That's exactly the stats for Ship A. And I already showed how Ship B's stats could be calculated from Ship A.

So shipyards do work. But that means the colonization event had absolutely no effect.

The .25 comes from the shipyard bonus (shipyard + advanced quality control). Or you could subtract .54 from .79.
[Message Edited]

          
#9  by Citizen couslee - 11/2/2003 11:14:00 PM

Where are you getting "0.25" from? even with just the tech bonuses, the weapons bonus would be 50% not 25%.


what about the tech bonuses then?
[Message Edited]

                    
#10  by Citizen Dracil - 11/2/2003 11:14:34 PM

Lol, I just edited my message to explain why too.

I assume tech bonuses are already figured into your empire ability stats.
[Message Edited]

          
#11  by Citizen couslee - 11/2/2003 11:15:22 PM



Waits 5 min for the dust to settle

                    
#12  by Citizen Dracil - 11/2/2003 11:17:10 PM

More cross edit posting.

          
#13  by Citizen couslee - 11/2/2003 11:47:04 PM

Lets narrow it down, and leave the colonization event on the side for now, and just use the empire stats, which we shall assume (dangerous) that includes the tech bonuses. A weapons bonus of 81% is 7.29. So it would appear the facilities are indeed working, but the tech bonuses, anomaly bonuses, and the colonization events don't.

Bug hunters inc.?

edit in: to keep with the current tradition...... Care to join the Viraxian empire?
[Message Edited]

                    
#14  by Citizen Dracil - 11/3/2003 12:09:37 AM

I think the anomaly boosts were being added. That's where that 1% from 81% came from I think. I think the tech bonuses are also already included in the empire bonus. Although there's a gap that's made up of some other stuff that I'm not aware of. e.g., 81% weapons bonus with 50% tech + maybe 1% anomaly + 30% something else. And defence is 65% with 40% from tech and 25% from something else. HP is 35% with 10% + 25% something else. Seems like maybe there's a general 25% bonus all-round (which would mean you got 6 weapon anomalies instead of 1) that can't be explained.

As for joining the empire... well, I'm not very familiar with your empire theme, but since it doesn't seem to be a requirement, I suppose so. Was sorta waiting to get a few more games first, to give an empire a sudden big jump. But if I join now, I can put it on the first page, so, why not?

          
#15  by Citizen couslee - 11/3/2003 12:30:41 AM

Kewl.

As for the anomaly question, this was a large galaxy, and since I killed both the torian and drengin survey ships early, plus a great planet placement, that many anomalies sounds about right. I had 4 survey ships, plus the original hero running all over the place grabbing a shit-load of anomalies. With a few well placed scouts, drones, and a couple of corvettes, I was able to keep all the other races from tresspassing. Then the first UP vote came up, and it was for sector ownership, so didn't have to worry about that part anymore. I probably explored over a hundred anomalies. At least it felt like that. Anyway, not going into more details of that.

Guess from now on, we won't be doing any business with criminals, they only RIP YOU OFF!!!!!!!!

Hmmmm. I can see the irony in this. Verry funny SD. Big morality hit, no bonus.

I just wish I could remember if it was the criminal event, or the sleeping crew event. Probably the criminal one given the results shown.

I still don't think they are worth it, if following the advice of building one on every planet. And even if only on a few, not until late game.

                    
#16  by Citizen Dracil - 11/3/2003 12:42:54 AM

I've heard people say to only build them on planets where you build military ships. If you build all the improvements, you can get a 168% improvement in ship quality. So that battleship would have stats of HP:67 AT:31 (9 * (1 + .81 + 1.68)) DF:13 (4 * (1 + .65 + 1.68)). It would actually beat an unmodded Overlord about 69.5% of the time (I mean completely unmodded, with no empire bonuses at all, which is unrealistic, although it could probably match an Avatar or Ranger with empire bonuses but no shipyard bonuses). This is based on that simulator under the Metaverse tab.
[Message Edited]

          
#17  by Citizen couslee - 11/3/2003 6:27:19 PM

I try to conquer the galaxy long before all the improvements are available.

                    
#18  by Diplomat Arturus Magi - 11/4/2003 2:48:40 AM

Hmmmm. I can see the irony in this. Verry funny SD. Big morality hit, no bonus.

I just wish I could remember if it was the criminal event, or the sleeping crew event. Probably the criminal one given the results shown.


Probably the criminal event, and I think this is a bug. It's been working off and on for the last few versions, it seems.



       Posted via Stardock Central
#19  by Citizen Robertukas - 8/12/2005 1:45:51 PM

I have the same problem. I figured out that Colonization effect (+45% Starship) does not work! It made me really mad.
Now I have Altarian prophecy and I my question is this:
has that bug fixed (in Altarian prophercy)?


#20  by Diplomat Arturus Magi - 8/28/2005 1:58:36 AM

+Starship is not a flat bonus. It's divided between Weapons and Defense (no HP, this has been explicitly stated before), and even then it's not +200% Starship == x2 ATK and DEF.

I don't think the exact formula has ever been posted, but it's something around +20% ATK/DEF per +100% Starship bonus.



       Posted via Stardock Central
#21  by Veteran Vorlin Varelse - 4/22/2006 1:00:42 PM

I can't test the colonization bonus with my current game (nor can I test pre-game +ship picks, as I didn't choose any), but I tested the following: military resources, tech bonuses, social project bonues, anomaly bonuses, and omega quality control (1-per-race social project). All worked exactly like they were supposed to, here are the numbers:

Civilization bonus (tech bonuses + military resource bonuses): 193% weapon, 132% defense, 55% hitpoints.

Planet bonus (social projects totaling 50% + special social project worth 33%): 83% weapon, 83% defense.

Total bonus for ships built on that planet (if everything is working properly): 276% weapon, 215% defense, 55% hitpoints.

Test ship was a battle axe, base stats of 2 weapon, 5 defense, 30 hitpoints. Battle axe constructed by this planet had 7 weapon (+250%), 15 defense (+200), 46 hitpoints (+53%). The small differences are due to integer rounding by the game engine, not bugs.

Some things that might be throwing people off: to get your civilization bonus go to the F4 screen and select 'Stats'. To see the planet bonus go to the 'Details' section of that planet, middle column. Make sure when checking your produced ship's stats that you aren't in orbit, ships in orbit have a bonus.

It -is- a flat bonus (as the numbers I posted above show), people are just making mistakes when trying to calculate it.

(Side note: the Omega Quality Control special project adds 33% to weapon/defense but only on the planet it's built on, so if you have a planet with an existing bonus from colonization make sure and build the OQC there if you want to create a planet with the maximum ship bonus possible for your civ).

                    
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