Galactic Civilizations 4 Supernova - "In Depth Tutorial" - Ep 12

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  • Опубликовано: 12 дек 2024

Комментарии • 11

  • @pauldesrivieres7083
    @pauldesrivieres7083 6 месяцев назад +1

    In GalCiv3 you could build culture starbases anywhere to build out your culture; they provided raw culture output plus a boost to your planets in their range. But in GalCiv4 they seem to only boost your planets in range. You can build up to six communication starbases around your home world and build them up to create a massive cultural push out per turn.

    • @pauldesrivieres7083
      @pauldesrivieres7083 6 месяцев назад +1

      In this video a player won a Culture victory on Godlike difficulty. At the end he was generating around 6000 culture per turn on his home world of Altaria! ruclips.net/video/QOlvtbUPsws/видео.html

  • @DaRealKakarroto
    @DaRealKakarroto 6 месяцев назад +1

    40:35 - regarding manufacturing
    if we take the rate of 23.63 per turn into account, the overall production time of 800 is not exactly 34 turns, but 33.85526872619551 turns.
    This 0.1447312738044858 turn is worth 3.42 (this number is exact btw) if we take the 23.63 points of manufacturing of that planet into account.
    Now, 4 turns of production is 94.52
    If the approval of 81.3 affects the manufacturing on the supply ship, the 100 will get turned into 81.3 effective production.
    The building had already 2 turns of production in, which is 47.26 so adding this to the two different options, we get:
    unaffected: 147.26, which would leave 652.74
    affected: 128.56, which would leave 671.44
    Dividing those numbers with the manufacturing per turn, we get
    for the unaffected: 27.62336013542107 turns left
    for the affected: 28.4147270418959 turns left
    Depending on how exactly rounding works in the game, we might've not been able to determine if it used the affected or unaffected; but I think with quite certainty, it always rounds up. Still, there might've been a point in time, when the values are just between X.01 and X.99, where we wouldn't be able to tell the difference.
    In conclusion, it should be unaffected, but to make completely sure, I think there should be a test with a colony with much lower approval.

    • @DaRealKakarroto
      @DaRealKakarroto 6 месяцев назад +1

      I just noticed, there might've been some production left in the queue, up to 23.62 so with that being the case, we can't say for sure if it affects or not, since the difference between both values is less than one turns production.
      We need to have another experiment which a higher difference on the outcome, either more supply ships on the same turn, or on a planet with much lower approval.

    • @redoover
      @redoover  6 месяцев назад +2

      Okay. I'll run another test. I also want to see if the surplus will flow into the next item in the production queue. So I'll setup two new and small items, with a supply ship ready to dump into the planet.

  • @diegoakadisciple8336
    @diegoakadisciple8336 6 месяцев назад

    As per the last dev blog and also a reply on a steam thread I made, I am convinced the best strategy is just huge population centers, with the capital surrounded with 6 farming districts for a level capital, or housing districts. Each level allows for +1 population on the planet.
    These huge centers require the employment of feeder planets. These need to be a planet capable of being a core planet (a colony will not do), and they also need to be placed in such a way that they will not take resources from actual colonies, as thee colonies feed the closer planet and cannot be reasigned.
    Population jobs allow to basically bypass the planet tiles and give what you need the most... integer numbers regarding manufacturing, science, or a good chunk of approval. The only job short-changed is the merchants, as those give a %.
    There's very few ways to get actual integers in this game, as everything is a %, so this is probably what we would call "meta". Take the case for population growth. It escales off to infinity very soon, and whilst you can get in on the 300%'s, you can barely get a +15 (or 20, can't remember right now) from a recruiting station, you simply have no base to scale off. Or wealth is another example. There is simply no source for actual raw numbers.
    I wish they would flesh out the system a bit more. A solution to this is that every building would give an integer, and a small %. As it is right now, all is needed is population, and the planetary features matter little.

    • @redoover
      @redoover  6 месяцев назад +1

      Good info. I have yet to play for a large population.

  • @pauldesrivieres7083
    @pauldesrivieres7083 6 месяцев назад +1

    To build up planet side manufacturing and orbital manufacturing why are you not building the triad: Planetary Generator, Supply Depot, and Starport? The adjacency bonuses from these three would be better than building manufacturing districts.

    • @redoover
      @redoover  6 месяцев назад +1

      Argh! I keep forgetting. I haven’t been looking at planet side much.
      I’ll set them up in queue on the next episode.

    • @pauldesrivieres7083
      @pauldesrivieres7083 6 месяцев назад +1

      @@redoover The best place to build these will probably be on titles with manufacturing bonuses which are currently occupied by manufacturing districts.

    • @redoover
      @redoover  6 месяцев назад +1

      Right. Right. I'm looking at the save game now. Scrapping the manu-districts will be simple enough. I think I just got to Starports in Ep 12?