Beta 5: late colony development

Ther currently is a problem for developping late colonies (either because you captured a badly developped planet, or because you colonize some planets late in the game just because the galaxy is so large...)

The problem is: at the beginning of the game, you begin with cheap factories ; then you seemlessly upgrade the tiles you chose until you reach the industrial sector.

That is well and good.

However, when you colonize a planet AND already know industrial sector, then your sole choice is to begin building industrial sectors, which will really take ages.

My suggestion is that you should:
- Always build the cheapest improvement on a tile (hence you don't get the choice for "industrial sector", but for factory) ; when it is completed, the upgrade should be automatically queued. In this way, the cheapest improvement would participate in the manufacturing power of the colony while reaching higher levels.
- Increase the base industrial (and research) values of the starting colony square ; for example, add +50% to it's value for any level in manufacturing/research you have. Thus, a late colony square could be producing it's base 10 plus an additional free 20 just from technology. Late colonies could thus become usable before the game is finished, and would not ba a drain to your race (currently, either you set your slider to social production and waste a lot with planets already filled up, or you buy the social improvement, which requires a quite healthy economy!).
10,632 views 16 replies
Reply #1 Top
I agree, I suggested something similar a couple of beta drops ago. And it's not just late game colonies, it also affects underdeveloped planets that you invade or that culturally flip to you.
Reply #2 Top
I would like to add my vote in favor of this idea as a great help to the game if it can be implemented and balanced. Thanks, moi-meme. I'm happy to add "myself" in agreement to your idea!
Reply #3 Top
Another agrees.
Reply #4 Top
(currently, either you set your slider to social production and waste a lot with planets already filled up, or you buy the social improvement, which requires a quite healthy economy!).

don't forget a thrid option: concentrate the colony on social production (using the arrow in the target).

But I agree with your proposal: it would make sense to have this kind of automated behavior.
Reply #6 Top
don't forget a thrid option: concentrate the colony on social production (using the arrow in the target).

But I agree with your proposal: it would make sense to have this kind of automated behavior.


I was not aware of this new feature ; it did not exist in GC1. How does it work ?

Anyway, it still doesn't make sense for a brand new colony to start by building expensive items such as industrial sectors where it should really begin it's development with cheap items such as factories...
Reply #7 Top
I agree with the idea of being able to build tier-1 structures on newly colonized planets even after you've researched better stuff. I had a planet that I simply couldn't develop late in one of my games because of this problem. The only way to get production moving was to purchase the first two factories out-right.

An alternative would be to make a certain percentage of manufacturing points sit in a "global" bucket. In terms of game-explanation, you could say that the rest of your industrialized empire is chipping in with spare capacity to help new colonies grow faster.
Reply #8 Top
We need some way to do this. This problem also makes the "Battle of the Gods" scenario unplayable.
Reply #9 Top
Moi-mem: In the top right corner of each of the three boxes (military production, social production, and research) you will find a little button that is a pair of concentric circles. Clicking on that the first time focuses that planet on that output type. This means that a fraction of the other two production types get diverted to the selected output type.

And yes, this is a serious issue. In Gigantic galaxies, I'd have manufacturing sectors before I finish the colonization phase, except that I deliberately don't research it because of this problem. Even just a checkbox to show all, or right-clicking on an improvement to show a list of the prior improvements it supercedes so you can build one of them would be nice.
Reply #10 Top
Totally agree. The underdeveloped planet is basically rendered useless [social production wise] for 100+ weeks building a factory. or anything...

Popup: Yup, I too don't research high factory techs till I think that the bulk of my colonizing is done.
Reply #11 Top
Very good ideas here.
Reply #12 Top
And the light comes on (be afraid, be very afraid). I think that this is the best solution for this problem I've come up with yet, as it doesn't mean adding anything to the UI or drop down menus or anything like that. Show all improvements in the available-to-be-built list that haven't been superseded by something already built on the planet. Possibly include the queued items as well, so the first time you queue a trade center, the market center and adv. market center drop off the list. We're already filtering the list of buildable improvements, we're just going to filter it more intelligently.

Example 1: New colony, everything gets shown since nothing's been built. As it should be, as I may want to build something easy or buy something better. Means a big list, but that's reasonable to me for new colonies, because it doesn't happen often.

Example 2: Established colony, govenor has been upgrading everything to the latest and greatest. Of the things that are on the planet, you'd only see the best (best factory, best research facility, etc). For things that aren't on the colony, you'd still see everything, so the list might be a little more cluttered.

The downside to this is that there's no way to build anything smaller than what you've already built, and if you've ignored a branch of improvement types on that planet (say, farming) you'll always see all the improvements of that type. Does anyone see either of those as a major issue?

Opinions? Anything I'm overlooking? Devs, any comments on the feasibility?
Reply #13 Top
Very well put together. I would rather have a long list to sort through than have to start building something like reasearch acadamies right off.
Reply #14 Top
i again have been thinking along the same lines - we just need some kinda *file manager* style list with the current improvement being the "directory" with a "+" to click on if you need to access a list of previous improvements. this would also be good in the ship design window withh all those weapons techs.

Reply #15 Top
Evil Roy, that would actually be my preference, some kind of folder for Manufacturing, Research, Morale, Food, etc, done so that I can pick the "best" item without opening the "folder", or any of them if I do open it. That way I wouldn't have to remember which research improvement is my current best, I just go to the research tab).

However, I think it's a little late in the beta to be making that kind of change to the UI, which is why I made this suggestion. If we can get that kind of UI change this late without diverting too much attention from polishing other areas, then I'm fine with that, but that kind of change could consume a lot of time that would go to polishing other areas. I don't know how much time it would take, you'd have to ask the devs about that.

I'm also thinking that if you have three steps, you're at the first step, and upgrading to the second, then the third isn't much slower than going straight to the third, then the governor should consider that route instead of trying to upgrade straight from basic factories to manufacturing centers.
Reply #16 Top
I like Evil Roy's idea, but PLEASE just give us ANYTHING that allows us to build some sort of factory that doesn't take 500 turns to complete.