Improvements GC4
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 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
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
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
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.