Global production waste?

Hi,
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I just finished reading the manual (I can't actually play yet), but if I understand correctly your production spending has to be set globally - for example 50% manufacturing and 50% research or whatever?

This sounds like any planet that chooses to specialize (ie produce mostly research or mostly manufacturing) will WASTE large amounts of its potential output (ie in this case a primarily reaserch planet will waste 50% of its spending because the 50/50 budget had to be globally dedicated to manufacturing which this colony will not use)?

What about NEW colonies that mostly want to build infrastructure compared to colonies that are already fully developed and might want to do mostly research?

It just seems like forcing the player to make these decisions globally (instead of on a planet by planet basis) artificially creates a lot of unnecessary waste just because of this inefficient game mechanic?
9,061 views 9 replies
Reply #1 Top
So what your saying is that you want more control on a planetary basis on what they are doing in the veins of research, military production and social production... correct...

Currently as I have seen it you have to set the racial considerations not the planetary considerations. However there is a small detail that some folks have not seen that may help in making what you are asking easier to do and understand. Morale.

Tax control and building tiles directly affect morale, but so does the detailed area of the planet which is seperate from other planets in that you can set extra monies aside from that planets income to improve morale just on that planet.

Why not be able to set the research, social and military production that way ++++ be able to just override if you want by setting the racial setting?

I like it.

Damn good idea ---- Two Paws Up!

W/R
Suralle Straykat
Kat Lord @ Large,
Mate to Che-Rene
Reply #2 Top
If you look through the tutorials you will see that you can make each planet specialise in one of the three spending areas (military, social, research), which increases its focus on that output.
Reply #3 Top
I believe what the sliders mean is that if you set research to 34%, social and military to 33%, for example, that each planet will fund 34% of its research capacity and 33% of it's social and military capacity.

So, a planet that is capable of 6 points of each would produce 2 points of each. A planet capable of producing 6 points of social/military and 100 points of research would produce 2 social/military and 34 research.
Reply #4 Top
What about NEW colonies that mostly want to build infrastructure compared to colonies that are already fully developed and might want to do mostly research?


Infrastructure? Focus on Social Production, orange one in the middle. Research is the one on the right. I'd focus on Social to get stuff built on the tiles then go full on research (for research planets).
Reply #5 Top

Players can tell planets to focus on a given type.

The idea is that players have to make some tough choices, the "best" player isn't the one who micro manages planets the best but rather the one that understand's their civilization as a whole the best.

So you can't set sliders on an individual planet basis, but you can make them focus but there's some wastage but you still gain some control without making the game about who can tinker.

The AI would love more micro-management I can assure you. It could calculate spending on a per planet basis every turn.  Which is, to me, as a designer (and aI programmer) a sign that a given feature would be flawed -- the best player should be the best strategist, not the most patient micro manager.

Reply #6 Top
If you look through the tutorials you will see that you can make each planet specialise in one of the three spending areas (military, social, research), which increases its focus on that output.

Ok,

Apparently I can't do the tutorials until I can play the game? I just made my comment based solely on reading the manual, because that's all I can do right now.
Reply #7 Top
Players can tell planets to focus on a given type.

The idea is that players have to make some tough choices, the "best" player isn't the one who micro manages planets the best but rather the one that understand's their civilization as a whole the best.


I was just concerned that any individual planets that do not conform to your global spending settings would have huge amounts of their production capability wasted just because they spent differently from your other planets.

A new colony might want to build social improvements instead of doing research, so if I have my global spending set to 50% research, I don't want half of my new colony's production just wasted because I don't want to produce research there.

If you can specialize planets to efficiently produce whatever they need even if the planet's individual production needs differ from how the global spending parameters are set, then I am happy.
Reply #8 Top
My guess is that it works like in the first game.

You could set research and construction BOTH to 100% if your economy can support it. Basically you paid 1 credit per base (non percentage bonus) unit of research of construction your planets produced. by building more research facilities or construction yards you increased your empire wide capacity produce; increasing your empire wide expenses. If your production overran your profit (too many low quality planets, not enough tax bonus buildings/trade routes/econ boosters) you would be forced to lower empire production of research of construction. However, an extremely healthy econmy allows you to have all at max and then have some money to buy the occasional thing.

Example:
you have 2 planets. One can produce 10 construction, and 30 research per turn. Another can produce 3 construction and 0 research per turn.

At full 100% on both you will produce a total of 10+30+3+0=43, and have to pay that much in funding per turn.
If you decrease research to 50%, you will change the production on the planet who has 30 research capacity to produce only 15 research, costing you 15 credit per turn less. If you set both research and manufacturing to 33% you will then have 10/3+30/3+3/1+0/3=14 credit per turn upkeep only, but will be producing well below your actual capacity.

An advantage of this system is that you can have a deficit and and a massive economic POTENTINAL to be exploited in times of need.

That factory allows you to put 5 extra credits into construction, and gives a 1% boost to manfucaturing. You may choose to NOT pay those 5 credits get no extra production from it (that 1% will only matter on very rare occasions). But if you go to war you can crank it up beyond your ability to pay, garnering a deficit. A deficit could build up in galciv1 up to 500billion credits (well, 500 credits... it always counts in billion credits), at 500 bil you stop ALL production on all planets until you are below 500 bil again...
So at times of duress you have the ability to deficit spend IF your infrustructure was NOT running at full capacity the whole time.
Realistically, you need a 300-400% boost to empirewide economy to actually be running at 100% on all 3 categories.
Reply #9 Top
Apparently I can't do the tutorials until I can play the game? I just made my comment based solely on reading the manual, because that's all I can do right now

Well, look at the bottom of page 30. It is speaking about setting a focus for a planet