Help understanding Tech Trees

I just started my first game and am having a hard time re-adjusting to the new tech trees....

For example, I've been playing the Yor (my "usual" race of choice) and keep going into economic meltdown b/c I can't seem to see any way to gain economic centers to build on planets?  In the "old" Dark Avatar games (I bought the gold edition - before that I hadn't played GalCiv2) every race had marketplaces right off the bat...

I'm not complaining - just making sure I'm not missing a "slap the forehead" doh(!) moment by missing the obvious....

Is this simply part of the "New Yor" that they don't have marketplaces and few ways of increasing their economy?

Thanks!  And sorry for all the  "quotations"   I got addicted.

 

J

7,636 views 16 replies
Reply #1 Top
They have efficiency centers that come with Efficienccy Studies III. Beside that all I've foundd so far(I'm playing as them too right now :) ) is the econ bonuses built into the efficiency techs themselves. I haven't went broke yet, but I'm playing it real conservative till I get a grasp of the econ system foe the Yor.
Reply #2 Top
No edit button. I wanted to add the Efficiency centers are a one per planet improvement and gives a 25% econ bonus at 2bc Maintenance.
Reply #3 Top
Just as an aside: The Iconian have super crazy Merchand Centers Complexes (or something to that effect, I can't remember) that give a hefty 50% economic bonus. One per planet as well..
Reply #4 Top
Thank you for the reply (and sorry for the double post in the forums)

I've also noticed a rash of major breakthroughs and galactic wonders early in the game from some of the civilizations. The Krynn have already built a super spy center of some sort... and the Thalians built something but I'm forgetting the name....

It feels weird but in a good way to have the techs so different.... but I like it A LOT more than the original.

Reply #5 Top
It seems that every race gets a weakish super project right at the start. Humans get one that gives +1 speed (local shipyard only) 50% influence, and 5tp.
Reply #6 Top
Each race now has techs they "must" trade for if they want to get. Iconians have no advanced government techs. The Thalans have no farms. The Arceans have no engine techs. The list goes on.

On the whole, it makes tech trading a much stronger part of the game now. When you're in the trade window, any techs with an "*" next to them are race specific.
Reply #7 Top
Each race now has techs they "must" trade for if they want to get...
End of quote


very cool! This will encourage games with all the opponents enabled too.
Reply #8 Top
I must say, the Thalans are much more difficult to play now, you must trade for the farm early on or else your economy will suffer.

Also for the Drath you must find a way to make the population grow fast or else you are in trouble, putting it mildly...
Reply #9 Top
You can build a good working economy just fine with the Thalans without trading for farms. You can't over-expand or overbuild with them though, and placing their 3 initial wonders is crucial.

The problem with the lack of farms for the Thalans is more military. They are kind of weak in invasion defense with only an 8 billion population.
Reply #10 Top
Each race now has techs they "must" trade for if they want to get. Iconians have no advanced government techs. The Thalans have no farms. The Arceans have no engine techs. The list goes on.

On the whole, it makes tech trading a much stronger part of the game now. When you're in the trade window, any techs with an "*" next to them are race specific.
End of quote


No, this completely breaks, ruins, and destroys the game, ****s balance up the ass, and removes the entire point of the unique tech trees.

Torians are by design slow techers. They have no laboratories to upgrade, and instead rely on +% Research.

Arceans are by design turtlers. They have no engines, and instead rely on +% Speed.

Both of these races can trade for Discovery Spheres and Hyperwarp respectively, which makes them go from the WORST race in that regard to the BEST race, in a single turn. That is BROKEN.
Reply #11 Top
Uranium - 235, I don't really appreciate the obscenity.

That aside, you have the option to "turn off tech trading" ... simple and effective.

I haven't discovered the Yor's super project yet .... what is it? (the early on one?)

I'm playing with ultra slow tech in a gigantic universe with trading off - so the only way to get techs is through planetary conquest.... so far, the game has been wonderful. I'm in love with ToA.
Reply #12 Top
It seems that every race gets a weakish super project right at the
start. Humans get one that gives +1 speed (local shipyard only) 50%
influence, and 5tp.
End of quote


A bit like putting the old DL_DA ways of racial key-abilities values right onto the planet surfaces for all to see, wouldn't you agree?
:)
Reply #13 Top
In the case of the Thalians, though, those weakish super projects *must* be built to have a chance at an effective start.
Reply #14 Top
Each race now has techs they "must" trade for if they want to get. Iconians have no advanced government techs. The Thalans have no farms. The Arceans have no engine techs. The list goes on.On the whole, it makes tech trading a much stronger part of the game now. When you're in the trade window, any techs with an "*" next to them are race specific.No, this completely breaks, ruins, and destroys the game, fucks balance up the ass, and removes the entire point of the unique tech trees.Torians are by design slow techers. They have no laboratories to upgrade, and instead rely on +% Research.Arceans are by design turtlers. They have no engines, and instead rely on +% Speed.Both of these races can trade for Discovery Spheres and Hyperwarp respectively, which makes them go from the WORST race in that regard to the BEST race, in a single turn. That is BROKEN.
End of quote



If you feel it breaks the game can I suggest you just play with tech trading disabled. It's not difficult.

Reply #15 Top
Just as an aside: The Iconian have super crazy Merchand Centers Complexes (or something to that effect, I can't remember) that give a hefty 50% economic bonus. One per planet as well..
End of quote



Agree, the Merchant Complex of the Iconians gives an incredible boost and you are amazingly never short of money. I played so far Altarians and went quickly broke, then tryed the Iconians and had enough money all over the game (+ Federalist party). In fact it is like having one Economical Capital on each planet!

Iconians face other difficulties later on in the game (soldiering, research) but deffinitively not money.

Moral: money is not everything but almost... :LOL:
Reply #16 Top
Agree, the Merchant Complex of the Iconians gives an incredible boost and you are amazingly never short of money. I played so far Altarians and went quickly broke, then tryed the Iconians and had enough money all over the game (+ Federalist party). In fact it is like having one Economical Capital on each planet!Iconians face other difficulties later on in the game (soldiering, research) but deffinitively not money.Moral: money is not everything but almost...
End of quote


Actually I found they had problems with money mid-late game on larger maps. Yes the complexes rock in the lower tech stages but every other race once the top level of government has been reached along with stock exchanges now has an +45% economy bonus which is almost as good as one of those complexes on every planet without even taking up a tile, upkeep or build time. An innate +45% bonus plus a +25% stock exchange beats the heck out of a +00% bonus and a 50% complex to say the least! And since the complexes are one per planet and the next best Iconian bank is only 14% bonus it just gets worse from there.