Precursor Death Machine Event

I'm not sure how this one works! :notsure: If I want to be evil ;) and select the option that usually costs 200 million deaths, but provides me with for example +9 Technologies :d , exactly what does that provide you with? I've selected it, but didn't notice any research effects or benefits?!
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Reply #1 Top
As I understand it (anyone jump in to correct me if I'm wrong) each planet contributes to your research ability and rate of progress. This is why its a good idea to build a reseach HQ that you are sure is safe from invasion.

When there are a lot of planets a +9 bonus would indeed seem slight (IMO not worth the moral penalty) . . . a bonus of 50% on the other hand . . . mmm . . . yummy (especialy ealy in the game when your trying to research fast enough to keep up with the AIs befor your economy is stabilized).

Note - I have found that taking the research ability bonus in the pre-game picks is broken! Which is to say theres no noticable difference even if you go with a +50% pick . . . anyone else test this?
Reply #2 Top
Note - I have found that taking the research ability bonus in the pre-game picks is broken! Which is to say theres no noticable difference even if you go with a +50% pick . . . anyone else test this?
End of quote


http://www.galciv.com/encyclopedia.asp?action=showpage&page=http://www.galciv.com/docs/undocs.html

It's because part of the ability merely adds to capacity (wherein any increase must be paid for) and only part of the ability actually adds to the amount of reasearch. At the beginning of the game, this produces no noticeable difference. I have always gone for the econ ability because it's 100% right off the top. Then I can spread it how I wish.
Reply #3 Top
Ahhhh that makes things clearer.. and yes, a +9 to something like that, especially when you've gotten into a game and have some territory, is somewhat disapointing... I'd love to see the events overhauled and balanced more, especially later into the game

Thanks to both of you for the info :)
Reply #4 Top
The events aren't intended to dominate the game. Well, except for the Fundies, who can wipe out whole empires nonsensically with one roll of the dice. :sniff!:

+9 research is as good as one of the stronger starbase modules, and almost equal to a trade good. How is that not significant? Only if I have a few research starbases fully mined does it seem irrelevant to me. Of course, later in the game, the alignment shift usually matters more than whatever the cost or benefit may be. Usually.

I have always gone for the econ ability because it's 100% right off the top.
End of quote


It's also useless in the late game, since income per planet is capped, and there are other ways to boost economy: resources, wonders. By contrast, +trade continues to increase income, although it requires you to remain at peace with at least one partner and protect the trade routes dilligently.

+Econ helps out more, the more planets you have. Econ is a strong ability on Abundant maps, but chiefly irrelevant on rare.


- Sirian
Reply #5 Top
I know they're not meant to dominate, as should be the case, but they should have a purpose throughout the game, not just at the start don't you think?

As it's been discussed in other threads, other than the actual swing in Evil/Good rating, what point is there later in the game what you choose? -150bc for 1 turn is nothing when you're turnover can be ludicrously higher than that, and likewise, what good is +150 to an account that can have 10,000+ in it?

I don't know if it can be altered or not, it's just a thought, but I often laugh at the impact it will have to my game after a few hours of play. All I am asking is... is it possible to have them somehow vary depending upon your sucess in the game, so that they are never a game stopper?