Taking over enemy planets + production clarification

I have notuced that when I take over a computer controlled planet the AI has frequently built a number of embassies. I usually have rebuilt the planet to what I think I need but I have recently been thinking that there must be a reason for this.

Do other players build more than one embassy and if so, what is the game effect?

Also, I wanted to clarify something that I thought I understodd but after reading X # of posts I'm not o sure:
Building factories effects your military/social production and building research centers effects your research, but factories ALSO have an effect on research? Or is that statement true except for the last part?

Thanks for the help.
10,449 views 9 replies
Reply #1 Top
Factories affect research insofar as they decrease the time it takes to build/upgrade the labs. That's it.

For thr record, I never build embassies... But I don't use an Influence-based playstyle.
Reply #2 Top
Usually the AI builds embassies when it thinks that another civ's influence is getting to be too strong, and the planet is in danger of being enveloped.
Reply #3 Top
Don't embassies boost income from tourism?
Reply #4 Top
The AI is just plain stupid with what it builds, at any intelligence setting, from what I've seen. One factory here with a starport, 4 or 5 embassies on a planet in the middle of their galaxy (it has an effect, and it stacks, but would be more effective on border worlds).

The problem with the AI is that it lacks focus with its path to victory. Why would a war mongering race build a bunch of embassies if it feels threatened by the player? Just go lay the smack down on em with (what should be if the AI was more focused) your more powerful military. That's what I (and most others) would do after all. Some streamlining is definitely needed.
Reply #5 Top
Don't embassies boost income from tourism?


Directly, no. But since tourism income is based on how much influence you have and embassies boost your influence, indirectly they do.

Regarding my previous post, it seems this the AI will build much better in v1.1 . Can't wait!
Reply #6 Top
The AI lacks focus on some of the easier settings (as in it should ) but crank up the difficulty it gets efficient.
Reply #7 Top
And I think factories CAN boost research, indirectly, through Focus.

Planet A is built-up and needs no Social spending, so is Focused on Research.
Planet B is catching up, so is still using Social construction.

Therefore, you may have your Social spending above 0 (can't wait for Social recycling in v1.1 - that's going to remove so much micromanagement of this).

Thus, Planet A will be producing some Social construction, which through Focus is partially added to its Research output.

Right? Ish?
Reply #8 Top
And I think factories CAN boost research, indirectly, through Focus.

Planet A is built-up and needs no Social spending, so is Focused on Research.
Planet B is catching up, so is still using Social construction.

Therefore, you may have your Social spending above 0 (can't wait for Social recycling in v1.1 - that's going to remove so much micromanagement of this).

Thus, Planet A will be producing some Social construction, which through Focus is partially added to its Research output.

Right? Ish?


That is what I have seen. It is not as efficient as building research, but if you stop building ships on an industrial planet, shift the focus to research and it shoots up significantly.
Reply #9 Top
Nice hat.

Efficiency is HARD to get in GCII, while unused Social output remains unrecycled. Your tech worlds always require some Social for the research facility upgrade treadmill, while your factory worlds blitz through the upgrades and then sit shooting money into space for the other 90% of the time.

At least some of that can be Focused to Military to spam out Constructors, but frankly, I find that a chore. I am very pleased that the overgrowth of marginally-more-effective starbase upgrades is getting a pruning. Perhaps the upgraded AI will learn to use the improved starbase system to focus its influence generation and thereby waste fewer tiles on Embassies.