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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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I'll start a post with useful information. Feel free to add something useful, but please discuss in this http://apolyton.net/forums/showthre...&threadid=85362 thread.
Disclaimer: use at your own risk.
Production, capacity, free bonuses and effectiveness
v1.10beta - closed for now
Morale, Taxes, Population and Production
v0.95beta
Trade and Trade Starbases
v1.01
Morale, Taxes and Population – Results
v0.01
Buildings - Fast tips
v0.9
Taxes and Income - Tests and Results
v1.00 patch 1.03A.057
If you are interested, if you find this useful, if you just like GalCiv, but more important, if you wan to be a part of turn-based strategy gamer's community, join our glorious Apolyton empire! http://www.galciv.com/metaverse/empires.asp?id=63
Last edited by Ellestar on 18-05-2003 at 23:11
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Production, capacity, free bonuses and effectiveness of corresponding buildings
v1.11beta
Encyclopedia http://www.galciv.com/encyclopedia.asp -> Economics in GalCiv
Advice - forget about this **** called Encyclopedia. Almost everything there is horribly wrong.
Closed for now.
Last edited by Ellestar on 18-05-2003 at 13:39
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Trade and StarBases
v1.01
Text from Manual. I recommend to read it first.
Trade
Once you have researched Trade, you gain the ability to build freighters. Freighters are a special unit that once built, can be sent to a foreign star system to create a trade route. Once this is done, a trade ship then travels between the source star system and foreign destination star system and back. The income you receive from trade comes as that trade ship moves each turn.
How much you receive from trade per month varies somewhat as the trade ship travels. The further along the route, the more the trade route brings in. For instance, a trade ship may only bring in 1 bc per turn when it first leaves. But on its way back, it may be bringing in 5 bc per turn.
This has an important implication: The longer the trade route, the more the trade route is worth. It also means you can create an effective economic blockade. In essence, you can cripple the economy of an enemy by keeping trade ships from being able to travel the whole route. If a particular civilization can’t keep their trade ships safe, outside their immediate territory then their economy will suffer.
The other factor in determining how much a trade route is worth is the combined wealth of source star system and destination star system. Generally speaking, it is best to have your freighters come from your best star system and go to the best star system in a particular player’s civilization.
Trade has a few side effects as well. First of all, both civilizations involved in the trade receive equal compensation from trade. So it’s probably best not to trade with civilizations you later expect to go to war with. Secondly, such trade influences diplomatic relations. Since war cuts off trade between the two warring factions, if your trade represents a sizeable percentage of their income, they are a lot less likely to want to go to war.
Star bases
3) Trade bonuses - when a mini-freighter flies through a sector that has a star base with trade upgrades, it can increase the amount of trade you receive from that trade route while the mini freighter is in that sector. So a trade empire might create a whole line of trade star bases that follow its trade routes.
// End of Manual
Then freighter creates a trade route, it immediately ‘teleports’ to a planet where it was built (note that it’s graphics changes). Then it starts to move between two planets. It’s speed = 1, and it’s not affected by speed techs/trade goods/starting bonuses. But speed bonus from starbases still affect it. Freighter receives a Trade bonus from a Starbase only as long as it stays within a sector where starbase is located.
So, Trade Starbases are more efficient on shorter trade routes. If freighter moves only X squares through current sector, and Trade Route length is Y (Domestic policy->Trade->field ‘Turns’ in table), then starbase gives it’s bonus (X/Y) of the time.
Also, if your Trade Route isn’t vertical or horizontal (only sectors is a matter), then freighter will move to the foreign destination star system and to the source star system by different paths, and in that case you’ll lose 1/2 of the effectiveness of your trade starbases in sectors where freighters move in only one direction.
code:
*
| \
| \
| \
\ \
\ |
\ |
\ |
*
On a very short trade routes it may be more efficient to build trade starbases in one sector and speed-increasing starbases in others, because they’ll reduce time then freighter don’t receives a bonus from trade starbases. Also, it’s possible to build a ship catapult with a range equal to a (trade route length-1) and trade starbases in the same sector, then freighters will receive a bonus 100% of the time. (Note: it may be trade route length +/-2 because of several factors, but it’s inefficient anyway in most cases compared to standard use of trade starbases). I got a "trade catapult" bringing 80.000 bc/turn but it's cost is to high to be efficient
So, fast tips for using trade starbases:
1) Get a short trade route.
2) It needs to be either vertical or horizontal (say, from sector 1-1 to sector 1-3 or to 4-1).
3) Better if 1 of the planets will be as near the corresponding border of the sector as possible – to reduce freighter travel time through this sector.
4) Systems on both ends must be good economically (you can move some additional population to your system using colony ships, it will be efficient because you can get a significant amount of income even on gigantic galaxy, so even 1% will be important).
5) If you can’t make this trade route, you can give someone a sector with one planet and establish a trade route.
6) Move all your freighters (build new on source planet) to a destination planet, and then cancel all your existing trade routes not on this path.
7) Choose a sector with maximum trade route length through it and build your starbases there.
8) Do it only in late midgame or in lategame.
Effectiveness of starbases.
TradeRouteLength - Domestic policy->Trade->field ‘Turns’ in table. To be more precise, it's number of turns that a freighter needs to move from a source planet to a destination planet, this may be a issue if you are using +speed starbases along the way.
TradeRouteLengthThroughSector – better if it’s 24 (sector size*2, in both directions)
FreighterIncome – Income from one freighter in one turn Domestic policy->Trade->field ‘Value’ if there is no starbases in the sector there current freighter currently present.
StarbaseTradeBonus – Sum of trade bonuses from all starbases in this sector
NumberOfFreighers – on this trade route
IncomeFromStarBases = NumberOfFreighers *(TradeRouteLengthThroughSector/ TradeRouteLength)* StarbaseTradeBonus-NumberOfStarbases*5
Empire Trade bonus multiplies with starbase bonus
Each +50% trade starbase costs 800 production points and 5 bc/turn upkeep cost.
It will pay for itself in (IncomeFromStarBases/(800*NumberOfStarbases))+Number of turns that constructors need to reach place there you plan to build starbases) turns.
Last edited by Ellestar on 10-06-2003 at 02:19
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Morale, Taxes, Population and Production
v0.95beta
patch 1.03A.057
Some tables at the start
Free Revenue - for a planet with 0 pop, not affected by taxes slider and by all modifiers like economy and government.
Tax50 - taxes from population with taxes slider set to 50%
code:
Base Morale by PQ for a 0 pop planet
PQ Morale FreeRevenue BaseCapacity
14 84 0 6
15 98 0 6
16 112 2 7
17 126 2 7
18 138 4 7
19 154 4 7
20 168 6 7
22 198 6 7
24 ? 7 8
Population Morale Tax50 CapacityMod
0 0 0 1
15 -8
21 2 1,5
22 -10
35 -14
42 3 1,7
59 -18
100 -22 4 1,9
125 4 1,9
200 -30 5 2,1
350 -40
435 -46
500 7 2,4
521 -50
702 -58
750 8 2,5
1000 -68 9 2,6
1202 -76
1470 -84
1702 -92
2000 -98 11 2,9
3000 -120 13 3,1
4000 -138 14 3,2
5000 -154 15 3,3
6000 16 3,4
7000 17 3,5
8000 18 3,6
9000 19 3,6
10000 19 3,7
11000 20 3,7
12000 21 3,8
13000 21 3,8
14000 22 3,9
15000 22 3,9
Taxes Morale
100 -244
95 -212
90 -182
85 -152
80 -126
75 -100
70 -76
65 -56
60 -36
55 -18
50 0
45 14
40 26
35 38
30 48
Morale
Buildings give it’s bonus *2,8 to planetary morale. Say, Entertainment Network (+20) gives +56 morale.
Empirewide morale bonus (Domestic Policy->Stats->Abilities) gives it’s bonus *0,28 to planetary morale. So, +100% bonus gives +28 to planetary morale. (data from 1.02.042 patch)
(1.04 patch - it gives like *0,23 now, but it also slightly increases with presence of +morale buildings)
PlanetMorale=BaseMoraleByPQ+PopulationMorale+Taxes
Morale+BuildingsMorale*2,8+EmpireMorale*0,28
Population Growth
PopGrowthBonus - Domestic Policy->Stats->Abilities -> Pop. Growth
Planet Morale = 100
PopulationGrowsBy=PlanetPopulation*0,06*(1+PopGrow
thBonus)
Planet Morale ranges from 99 to 54
PopulationGrowsBy=PlanetPopulation*0,03*(1+PopGrow
thBonus)
Planet Morale ranges from 53 to 40
PopulationGrowsBy=0..3
Planet Morale 39 and less
PopulationGrowsBy=negative
Planetary population is capped at 100.000
Planetary population growth per turn is capped at 200.
Revenue
Revenue = FreeRevenue (from planet PQ) + Taxes
If morale is good (there is no penalties to taxes because of morale)
PopulationTax=2*Taxes50 (from table)
Taxes = SpendRate*PopulationTax*(1+EmpireEconomyBonus/2)+(1+PlanetaryBuildingBonus)*GovernmentModifier
Last edited by Ellestar on 10-06-2003 at 02:19
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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One important thing about economy: The distribution between military/social/research is BEFORE the improvements due to starbases/social projects. This means a spending of 100% can give a benefit or deficit based on the number of improvements you have on the planet and on the number of starbases. I don't know how the total amount of money available is computed, however.
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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---
Last edited by Ellestar on 27-05-2003 at 19:45
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Morale, Taxes and Population – Results
v 0.01
How much % to taxes gives building morale buildings on all planets (54m - +20 Morale building, 14m - +5 Morale buildings) and empire morale bonus (2,8m - +10%) if you are immediately increasing taxes from level 'Tax' field in table to level with the same resulting morale level on planets.
Say, you have only 1 planet with morale of 80, taxes 50%. If you build Entertainment network, you can increase taxes somewhat and get same 80 morale on planet but ~27,42% more taxes (if you got 20 taxes from planet, you'll get ~25).
code:
Tax Morale dTax dMorale 1m 2,8m 14m 56m
100% -244
95% -212 5% 32 0,16% 0,46% 2,30%
90% -182 6% 30 0,19% 0,52% 2,59% 9,83%
85% -152 6% 30 0,20% 0,55% 2,75% 10,70%
80% -126 6% 26 0,24% 0,67% 3,37% 12,13%
75% -100 7% 26 0,26% 0,72% 3,59% 13,70%
70% -76 7% 24 0,30% 0,83% 4,17% 15,25%
65% -56 8% 20 0,38% 1,08% 5,38% 17,91%
60% -36 8% 20 0,42% 1,17% 5,83% 20,79%
55% -18 9% 18 0,51% 1,41% 7,07% 24,35%
50% 0 10% 18 0,56% 1,56% 7,78% 27,42%
45% 14 11% 14 0,79% 2,22% 11,11% 32,70%
40% 26 13% 12 1,04% 2,92% 14,09% 39,67%
35% 38 14% 12 1,19% 3,33% 16,37% 47,90%
30% 48 17% 10 1,67% 4,67% 21,43% 59,01%
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Buildings - fast tips
v0.9
path 1.03A.057
1) You must have it on all planets (not specifically from the start of course, at the start social spending = 0%), they are most efficient
Soil Enchancement
Habitat Improvement
Entertainment Network
2) Not that critical, but good enough
Banking Center
Manufacturing Center
Anti-Matter Power Plant
Fusion Power Plant (? not sure about that)
3) If you have low morale (low=morale less than 100)
Stadium
Stock Market
Multimedia Center
Trade Center
Teleporters
Harmony Generator
3) If you have some planets with better than average production
Galactic Stock Exchange
5) If you have some planets with better than average production, and you planning or already building/builded starships (not just 1 starship, a lot) there
Advanced Quality Control
Shipyard
Starship Foundry
If you have any other buildings and you don't sure that you need them, it's may be good to disband it (Planetary Screen->'Details' buttion->Click on a project in a 'Compleded Projects' list -> 'Cancel' button.
Note: Don't disband unique projects - trade goods, wonders and special buildings, they are not in this list.
Last edited by Ellestar on 14-05-2003 at 01:32
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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Taxes and Income - Tests and Results
v1.00
patch 1.03A.057
Test 1
Economy bonus from buildings
In test planet population = 1000
Free Revenue is substracted from each number in this table (it was 4 for this planet PQ), so Free Revenue is not affected by economy bonus from buildings.
Tax - minimum Tax Rate where Revenue equal to a listed number - say in 1st coloumn revenue from population with tax 52% equal to 9, and with tax 53% revenue from population equal to 10.
code:
Econ 0% 100% 200%
Tax Rev Rev Rev
0 0
3 0 1
6 1 2
11 2
16 3
22 4
27 5 10 15
32 6
38 7
43 8
48 9
53 10 20 30
59 11
Results: Economy bonus from buildings gives it's bonus to taxes from population in 1:1 ratio.
Revenue=FreeRevenue+TaxRate*PopulationTax*(1+EconB
onusFromBuildings)
FreeRevenue - based on PQ
PopulationTax - based on planetary population
EconBonusFromBuildings - sum of econ. bonuses from buildings
Test 2
Empire bonus + Building bonus
Pop 5000
code:
Emp Econ 50% Emp Econ 30% Emp Econ 0%
Econ 0% 100% Econ 0% 100% Econ 0% 100%
Tax Tax Tax
56% 42 52% 19 54% 17
54% 41 50% 18 51% 16 32
53% 21 47% 17 48% 15
52% 40 33 44% 14 28
51% 20 39 44% 16 32 41% 13
49% 38 31 38% 12 24
48% 19 37 41% 15 30 35% 11
47% 37 29 32% 10
46% 18 36 39% 14
44% 35 39% 14
43% 17 34 36% 13
41% 16 32 33% 12
38% 15 15 31% 11
36% 14 14
33% 13 13
31% 12 12
Results - bonus from buildings multiplies with empire bonus.
Test 3
Trying to get rid of rounding errors
code:
Rev 17
Rev 17 Rev 15 Rev 15 Rev 14
Bonus Tax Eff% Bonus Tax Eff% Bonus Tax Eff% Bonus
Tax Eff%
0% 54 0% 51 0% 48 0% 48
10% 51 6%
20% 49 10%
30% 47 15% 30% 44 16% 30% 41 17% 30% 41 17%
40% 45 20%
50% 43 26% 50% 41 24% 50% 38 26% 50% 38 26%
Empire bonus to econ is linear and effectively gives half of it's bonus
Revenue=FreeRevenue+TaxRate*PopulationTax*(1+EconB
onusFromBuildings)*(1+EmpireBonus/2)*GovernmentModifier
Last edited by Ellestar on 18-05-2003 at 13:34
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