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Crusade Buildings that give Population Cap Bonuses

Posted on Saturday, May 20, 2017

I had asked without an answer if Slaver Manufacturing Bonus Buildings Work Camps and its upgrades should still get +1 Population Bonuses  So I tried doing +1 Food Income Bonuses (so you have to build Cities to actually exceed the population Cap for a planet).  But unfortunately because You can't have +Food Income Neighbor bonuses (unless it is something not obvious to me) for buildings so you still get population cap bonuses when you are adjacent to other Work Camps.  Same goes for Slave Pits or other buildings that get a Population neighbor bonus.  Originally this was to give bonuses ONLY to adjacent farms or Hospitals to increase a local planetary population.  I could go on about how a work camp increases labor utilization on a planet so population bonus bonuses are justified.  But it seems the effects of the new Crusade Food / Population System are not fully thought out and/or no one has explained how I should play Galactic Civilization 3 differently now.

It would be nice if someone in StarDock explains how the new Crusade system of global Food and Cities is supposed to work.  As someone else has mentioned ina post,  the current Crusade design of only +1 Morale for Colony Capitals and its initiate +4 Population Caps makes it difficulty for low title planets (less than 10 titles) to have populations above 4 without very low morale especially in early game.  To build and fully populate a City (was +8 Population cap but now +16) you also need one (probably two or three)  morale bonus buildings.  Which is pretty good amount of tiles utilized without any farms or manufacturing, research, or economy buildings.  You can prioritize Population planets over Manufacturing, Research or Economic planets but seems more complicated and limiting system for 5-8 title planets.  Remember that you also deleted the Morale Starbase Modules (yes there are +Morale techs, resources, and Citizens) and you can add back the Starbase Morale Modules easily and increase morale bonus for "entertainment" buildings.
 
It is easy enough to mod out some of these effects but shouldn't the base game have a system that works well from start ??? Yes with the new "non-wheel" production system in Crusade you might want to just have a few (maybe said small 5 tile planets) that just have Cities and morale buildings as very generalized "do alittle of everything" planets.  Of course why would you at least initially bother to waste administrators on them when you have larger planets to colonize.  Because not all of us play on tiny Galaxies and expect a Game run to hours instead of days or weeks not hours. 

I would love to understand "the plan" if nothing else so if I disagree with it I can change it (humor).  But I am a bit confused as to how this system is currently better (other than having a global food pool) than it was before Crusade.