Improvements GC4: Difference between revisions

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[[File:Orbital_Improvement.png|500px|thumb|right|Orbital Improvements]]
[[File:Orbital_Improvement.png|500px|thumb|right|Orbital Improvements]]
Every planet that can be colonized has a certain number of orbital improvements slots that can be filled. The number of available slots is dependent on the planet class. Some orbital improvements can be built on core worlds only while others can be built on core worlds and colonies. The ones that can be built on colonies often boost the colony planetary inputs thus increasing the attached core world inputs. Some orbital improvements are civilization unique and can only be built on one core world. Some of these are upgradable into other kinds of unique orbital improvements as well.
Every planet that can be colonized has a certain number of orbital improvements slots that can be filled. The number of available slots is dependent on the planet class. Some orbital improvements can be built on core worlds only while others can be built on core worlds and colonies. The ones that can be built on colonies often boost the colony planetary inputs thus increasing the attached core world inputs. Some orbital improvements are civilization unique and can only be built on one core world. Some of these are upgradable into other kinds of unique orbital improvements as well.
{{:GC4_Orbital_Improvements_Table}}

Revision as of 17:00, 12 February 2024

Improvements


Improvements

Improvements are the engines that power and accelerate core world output. As the game progresses, so do the volume and efficiency of planetary improvements. Improvements functionally produce, or multiply by a percentage, the resources that eventually compose the planetary output of any given core world.

The efficiency of improvements increases with their "level," which can be increased in 2 ways:

  • Increased by planet-wide level upgrades by improvement categories, which require technological research.
  • Adjacency bonuses from other improvements that neighbor the target improvement.

Districts


Districts

Districts are the generic improvements in the game, and are extremely useful when built adjacent to unique improvements in order to provide bonuses to the level of the unique improvement.

District Types Production Costs Base Effects Level Effects Adjacency Level Bonuses Requirements
Manufacturing
-50 Manufacturing Cost (Base)

-150 Manufacturing Cost (Upgrade Level 1)

-150 Manufacturing Cost (Upgrade Level 2)

-200 Manufacturing Cost (Upgrade Level 3)

-300 Manufacturing Cost (Upgrade Level 4)

-400 Manufacturing Cost (Upgrade Level 5)

-500 Manufacturing Cost (Upgrade Level 6)

+4% Manufacturing

+2% Pollution

+2% Manufacturing +1 Manufacturing Cannot be built:Marshlands

Wetland Barrier Reefs Shallows Technology for Upgrade: Xeno Industrialization (Upgrade Level 1)

Xeno Manufacturing (Upgrade Level 2)

Orbital Mining (Upgrade Level 3)

Bioplastics (Upgrade Level 4)

Claytronics (Upgrade Level 5)

Singularity Power Plants (Upgrade Level 6)

Housing
-100 Manufacturing Cost (Base)

-100 Manufacturing Cost; -1 Durantium (Upgrade Level 1)

-200 Manufacturing Cost; -1 Durantium (Upgrade Level 2)

-300 Manufacturing Cost; -1 Durantium (Upgrade Level 3)

-400 Manufacturing Cost; -1 Durantium (Upgrade Level 4)

-500 Manufacturing Cost; -1 Durantium (Upgrade Level 5)

+1 Population Cap +0.1 Population Cap +1 Population

+1 Wealth

+1 Influence

Technology Required:Planetology


Technology for Upgrade:

Xeno Biology (Upgrade Level 1)

Extreme Colonization (Upgrade Level 2)

Exotic World Colonization (Upgrade Level 3)

Planetary Adaptation (Upgrade Level 4)

Environmental Engineering (Upgrade Level 5)

Entertainment
-120 Manufacturing Cost (Base)

-100 Manufacturing Cost (Upgrade Level 1)

-200 Manufacturing Cost (Upgrade Level 2)

-300 Manufacturing Cost (Upgrade Level 3)

-400 Manufacturing Cost (Upgrade Level 4)

-500 Manufacturing Cost (Upgrade Level 5)

+3% Approval

+1% Crime

+2% Approval +1 Approval

+1 Wealth

Technology for Upgrade:

Hyperwave Radio (Upgrade Level 1)

Xeno Entertainment (Upgrade Level 2)

Cultural Outreach (Upgrade Level 3)

Stellar Emigration (Upgrade Level 4)

Cultural Affinity (Upgrade Level 5)

Financial
-75 Manufacturing Cost (Base)

-100 Manufacturing Cost (Upgrade Level 1)

-200 Manufacturing Cost (Upgrade Level 2)

-300 Manufacturing Cost (Upgrade Level 3)

-400 Manufacturing Cost (Upgrade Level 4)

-500 Manufacturing Cost (Upgrade Level 5)

+5% Gross Income +3% Gross Income +1 Wealth Cannot be built:Marshlands

Mountains Volcano Technology for Upgrade: Trade Networks (Upgrade Level 1)

Interstellar Trade (Upgrade Level 2)

Preferred Lending (Upgrade Level 3)

Open Trade Policy (Upgrade Level 4)

Galactic Trade (Upgrade Level 5)

Agricultural
-90 Manufacturing Cost (Base)

-100 Manufacturing Cost (Upgrade Level 1)

-200 Manufacturing Cost (Upgrade Level 2)

-300 Manufacturing Cost (Upgrade Level 3)

-400 Manufacturing Cost (Upgrade Level 4)

-500 Manufacturing Cost (Upgrade Level 5)

+1 Food

+10% Food

+0.1 Food

+8% Food

+2 Food Cannot be built:Desert

Mountains Volcanic Rifts Lave Flow Volcano Race Applicability:All except Synthetic Life

Technology for Upgrade: Xeno Biology (Upgrade Level 1)

Terraforming (Upgrade Level 2)

Xeno Agriculture (Upgrade Level 3)

Hydroponics (Upgrade Level 4)

Transgenic Manipulation (Upgrade Level 5)

Research
-75 Manufacturing Cost (Base)

-100 Manufacturing Cost (Upgrade Level 1)

-100 Manufacturing Cost (Upgrade Level 2)

-150 Manufacturing Cost (Upgrade Level 3)

-200 Manufacturing Cost (Upgrade Level 4)

-300 Manufacturing Cost (Upgrade Level 5)

-400 Manufacturing Cost (Upgrade Level 6)

-500 Manufacturing Cost (Upgrade Level 7)

+4% Research +2% Research +1 Research Technology for Upgrade:

Research Districts (Upgrade Level 1)

Xeno Research (Upgrade Level 2)

Quantum Computing (Upgrade Level 3)

Computing Substrates (Upgrade Level 4)

Neural Mapping (Upgrade Level 5)

Artificial Brain (Upgrade Level 6)

AI Overseer (Upgrade Level 7)

Cultural
-100 Manufacturing Cost (Base)

-100 Manufacturing Cost (Upgrade Level 1)

-200 Manufacturing Cost (Upgrade Level 2)

-300 Manufacturing Cost (Upgrade Level 3)

-400 Manufacturing Cost (Upgrade Level 4)

-500 Manufacturing Cost (Upgrade Level 5)

+3% Influence +5% Influence +2 Influence

+1 Approval

+1 Wealth

Technology Required:Universal Translator


Technology for Upgrade:

Diplomacy (Upgrade Level 1)

Cultural Influence (Upgrade Level 2)

Stellar Emigration (Upgrade Level 3)

Cultural Assimilation (Upgrade Level 4)

Cultural Affinity (Upgrade Level 5)

Orbital Improvements


Orbital Improvements

Every planet that can be colonized has a certain number of orbital improvements slots that can be filled. The number of available slots is dependent on the planet class. Some orbital improvements can be built on core worlds only while others can be built on core worlds and colonies. The ones that can be built on colonies often boost the colony planetary inputs thus increasing the attached core world inputs. Some orbital improvements are civilization unique and can only be built on one core world. Some of these are upgradable into other kinds of unique orbital improvements as well.

Improvement Production Cost Base Effects Level Effects Adjacency Level Bonuses Requirements
Orbital Defense Platform

Provides a defending force of assault fighters.

-330 Manufacturing Cost

-5 Durantium Cost -1 Helios Ore Cost -1 Xanthium Deposit Cost

+1 Maintenance

+3 Interceptor Fighters Cap

+1 Interceptor Fighters Cap +1 Military Technology Required:
  • Orbital Defence Platform
Orbital Thulium Extractor

Can be used to mine rare deposits of Thulium useful for certain types of weapons, and also increases wealth on planet.

+0.1 Thulium Income Technology Required:
  • Orbital Mining
Orbital Elerium Extractor

Can be used to mine rare deposits of Crystallized Elerium, and increase wealth.

+0.1 Elerium Income Technology Required:
  • Orbital Mining
Orbital Prometheus Stone Extractor

Can be used to mine rare deposits of Prometheus Stone, which is also valuable in trade.

+0.1 Promethion Income Technology Required:
  • Orbital Mining
Orbital Helios Ore Extractor

A beautiful, exotic metal popular in many luxury items.

+0.1 Helios Ore Income Technology Required:
  • Orbital Mining
Orbital Silicate Extractor

This exotic material is useful in constructing powerful research databanks.

+0.1 Hyper Silicates Income Technology Required:
  • Orbital Mining
Orbital Xanthium Extractor

This rare metal is prized by shipbuilders around the galaxy.

+0.1 Xanthium Deposit Income Technology Required:
  • Orbital Mining
Orbital Precursor Nanites

Tiny machines increase overall planetary production.

+0.1 Precursor Nanites Income Technology Required:
  • Precursor Archeology
Orbital Harmony Crystal

These rare and beautiful Crystals resonate with a gentle hum.

+0.1 Harmony Crystals Income Technology Required:
  • Orbital Mining
Orbital Techapod Hatchery

These small creatures can be trained to do menial tasks on starships.

+0.1 Techapod Hive Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Orbital Snuggler Shelter

These furry creatures are the dream pet for all children in the galaxy.

+0.1 Snuggler Colony Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Orbital Spice Harvester

Arnor Spice expands consciousness, leading to greater research capabilities.

+0.1 Ultra Spice Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Orbital Pollen Collector

The pollen from this rare flower acts as a natural neural clouding agent, as well as providing other exotic chemicals.

+0.1 Epimetheus Pollen Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Orbital Artocarpus Collector

This fruit is delicious and increases the fertility of most species.

+0.1 Artocarpus Viriles Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Orbital Monsatium

These minerals boost the yield of farms when used as a fertilizer.

+0.1 Monsatium Deposit Income Technology Required:
  • Hydroponics
Orbital Aurorus

These bioluminescent trees are one of the natural wonders of the galaxy.

+0.1 Aurorus Arboretum Income Technology Required:
  • Hydroponics

Race Trait Required:

  • Farmer1
Precursor Elevator

Makes it easier to ship goods offworld.

+-0.15 Colony Sponsor Decay Mod Unlock Colony Upgrade Precursor Elevator required
Orbital Factory

Increases Minerals produced by the colony.

Unlock Colony Upgrade Orbital Factory required
Moisture Generator

By manufacturing water we can make the unusable lands of desert worlds arable.

Unlock Colony Upgrade Moisture Generator required
Thermal Core

By heating up the local climate we can produce more arable land.

Unlock Colony Upgrade Thermal Core required
Tidal Control

By controlling the tides of this world we can make life better for local colonists.

+0.2 Approval Unlock Colony Upgrade Tidal Control required
Orbital Prison

By deploying a global prison system we have a place to send all our world's worst criminals.

+-0.1 Crime Unlock Colony Upgrade Prison World required
Thulium Moon

A Moon of precious Thulium is in orbit around this world.

+0.1 Thulium Income Unlock Colony Upgrade Thulium Moon required
Durantium Cloud

The atmosphere glimmers with precious Durantium.

+0.1 Durantium Income Unlock Colony Upgrade Durantium Cloud required
Precursor Accelerator

The crystallized Promethion will improve the Moves of any ship built from this planet's shipyard.

Unlock Colony Upgrade Accelerator required
Promethion Refinery

This ancient Promethion refinery is still in working order.

+0.1 Promethion Income Unlock Colony Upgrade Refinery required
Precursor Archive

A vast collection of Precursor records.

Unlock Colony Upgrade Research required
Precursor Treasury

A vast collection of Precursor treasures.

Unlock Colony Upgrade Treasury required
Precursor Experiments

The experiments from this world provide valuable research, if the colonists can survive them.

+-0.2 Approval Unlock Colony Upgrade Experimental World required
Sensor Array

This satellite array reveals even distant objects.

-1 Thulium Cost +8 Sensor Range Unavailable
Communications Array

Generates Influence for the planet.

-1 Thulium Cost +3 Influence Per Turn Technology Required:
  • Supply Drones

Unavailable

Orb of Draginol

An ancient relic from a phase of existence outside this one. Slowly builds the might of whoever holds it.

Unavailable
Throne of the Arnor

An ancient relic from a phase of existence outside this one. Slowly builds the might of whoever holds it.

+1000 Influence Per Turn

+3 Minerals

Unavailable
Defense Matrix

Provides orbital automated defense that improves the overall planetary defense.

-250 Credits

-1 Durantium Cost

Space Elevator

A space elevator dramatically improves the logistics cost of sending raw materials to orbit.

-50 Credits

-2 Durantium Cost

+1 Minerals

+1 Maintenance

Technology Required:
  • Space Elevators
Orbital Research Lab

There are fewer extraneous variables in the vacuum of space.

-100 Credits

-1 Durantium Cost

+1 Technology Technology Required:
  • Research Districts
Recruiting Station

A space station dedicated to advertising this planet's fantastic qualities and opportunities.

-100 Credits +20 Growth Core World Required

Unavailable for Race Trait:

  • Synthetic Life
  • Ammonia Based Biology
  • Ravenous Ability
Climate Control

Orbital satellites can manipulate the weather and improve the planet's fertility.

-250 Credits

-1 Durantium Cost

+1 Fertility Unavailable for Race Trait:
  • Synthetic Life
  • Ammonia Based Biology
Colonization Center

Increases the rate in which your population generates citizens.

-100 Credits

-1 Durantium Cost

+0.15% Growth Core World Required

Unavailable for Race Trait:

  • Synthetic Life
  • Ammonia Based Biology
  • Ravenous Ability
Orbital Prison

By deploying a global prison system we have a place to send all our world's worst criminals.

-250 Credits

-1 Durantium Cost

+-0.2 Crime Core World Required
Atmospheric Cleanser

By cleaning up the atmosphere we can make life better for the planet's inhabitants.

-100 Credits

-1 Durantium Cost

Core World Required

Unavailable for Race Trait:

  • Ammonia Based Biology
Sensor Array

This satellite array reveals even distant objects.

-250 Credits

-1 Durantium Cost

+8 Sensor Range
Planetary Beacon

Generates Influence for the planet.

-100 Credits

-1 Durantium Cost

+1 Planet Influence

+0.2% Influence Per Turn

Technology Required:
  • Hyperwave Radio

Unavailable for Race Trait:

  • Synthetic Life
  • Ammonia Based Biology
Orbital Market

A local trade center increases the value of goods on this world.

-1 Durantium Cost +1 Wealth Unavailable for Race Trait:
  • Synthetic Life
  • Ammonia Based Biology
  • Ravenous Ability
Orbital Academy

A place for some of the best and brightest of this planet to study and prepare to be tomorrow's leaders.

-150 Credits

-5 Durantium Cost -1 Promethion Cost

Core World Required
Top Gun Academy

Fighter pilots with a need for speed gather here to hone their skill.

-250 Credits

-3 Antimatter Cost

Officer Training School

A place for our best and brightest to train and be molded into officers.

-250 Credits

-3 Promethion Cost

Institution Of War

The minutia of every fleet battle in recorded history is studied in the halls of this space station.

-250 Credits

-3 Durantium Cost

+0.1% Hit Points Cap

+1 Hit Points Cap +0.05% Kinetic Attack +0.05% Beam Attack +0.05% Missile Attack +0.05% Armor Rating +0.05% Shield Strength

Conquest Center

This spacestation serves as the strategic hub where our brightest strategists study the art of invasions.

-250 Credits

-3 Hyper Silicates Cost

+0.1% Hit Points Cap

+1 Hit Points Cap +0.25% Siege Ability

Tactical College

This spacestation provides comprehensive training in strategies for space-based combat.

-250 Credits

-3 Thulium Cost

+0.1% Hit Points Cap

+1 Hit Points Cap +.05 Soldiering

Tactical Instruction

Provides in-depth training on the tactics and strategies specific to commanding larger ship classes in space combat.

-500 Credits

-5 Thulium Cost

+0.1% Hit Points Cap

+1 Hit Points Cap +.25 Soldiering

Unavailable
Logistics Array

This logistics array spacestation provides extensive training in state control and management of vast interstellar empires.

-100 Credits

-1 Durantium Cost -1 Thulium Cost -1 Promethion Cost

+1 Control Per Turn
Orbital Farm

-50 Credits

-5 Durantium Cost

+1 Fertility Technology Required:
  • Xeno Agriculture