Production overflow issues.

I heard a lot of good stuff about how you don't have to adjust research and how the overflow just goes to the next project in line, and I love the feature! Unless it's the end of a line and there isn't any, but that's not so bad. However, I do have a problem with some industrial production things.

If the game were real time, this would be no issue at all, but it is, so these become a problem, at least for me.

First, military production overflow. When a planet has 49 in military production, and you're building that 100bc corvette, it still takes 3 turns to build it, and you essentially waste 47bc on the turn that it is finished, right? Please please please, and some more please put the whole overflow mechanism seen in research in place for military production?

Second (a) social production. Do you realize social spending continues even when the planet is building nothing? Should'nt it get cut at least a half, or maybe to 25% of full building? But when I finish building all the improvements on the planet, and I go to specialize, my research takes a hit, making this whole thing very clunky IMO. Sliders would have been great, but I'll take "specialize" instead, if I don't get ripped off even when not using social production.

Second (b) another issue with social production, again with overflow. That research centre needs about 2 pixels on the side before being finished, on my major industrial planet, and again most of the 132bc I'm spending keeping that social production running (which would still cost 132bc even when not building anything ) is wasted because all the excess is not applied to the next project in line.

If it is actually possible to put this overflow mechanism in place for things other than research without making a whole new game, please consider putting it in a future patch? That's all I ask. I'll be trying more creative ways to waste money in my GC2 games in the meantime
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Reply #1 Top
Agreed!

Production overflow is a MAJOR convienence to players. Otherwise, it comes down to a lot of work on our end trying to reduce such wastefullness.

And as for the social non-production waste.... that's being slammed by so many different forum posts, I'm sure we don't need to go into it again here.
Reply #2 Top
As a side note,
in mid to late game, I often resort to turning off military production on all but one world, setting the social slider to 0 for the entire galaxy, and then setting the military slider to give me EXACTLY ENOUGH production to finish the ship I'm building in 1 or 2 turns. This works especially well when you want to churn out a lot of the same ship.

There's not much good to say about a system in which you have to do so much to avoid wasteful conduct.
Reply #3 Top
Second (b) another issue with social production, again with overflow. That research centre needs about 2 pixels on the side before being finished, on my major industrial planet, and again most of the 132bc I'm spending keeping that social production running (which would still cost 132bc even when not building anything ) is wasted because all the excess is not applied to the next project in line.

If you really have 2 pixel left, why not rushbuying the improvement? It shouldn't be too costly.

And as for the social non-production waste.... that's being slammed by so many different forum posts, I'm sure we don't need to go into it again here.

well, it is official: it is a feature and the manual is wrong.


First, military production overflow. When a planet has 49 in military production, and you're building that 100bc corvette, it still takes 3 turns to build it, and you essentially waste 47bc on the turn that it is finished, right?

Well need to do some tests by checking treasury to see if it is really wasted or not

There's not much good to say about a system in which you have to do so much to avoid wasteful conduct.

Well, there is a very important good thing about this: the AI play the same rules than you and experience the same problem. But AI isn't afraid of micromanaging, so if allowed, it would be much more effeicient than you and not tired of doing it
Reply #4 Top
Well need to do some tests by checking treasury to see if it is really wasted or not


Well, even if the actual credits aren't wasted, the potential is. After two or three complete ships, that's another ship that *could* have been built, but wasn't because of wasted overflow Unless you were intensely micromanaging your production, that is. And this is really only possible when you don't have too many colonies. If you've got two or even three primary industrial worlds, it becomes a very tricky thing to do...
Reply #5 Top
Is there production overflow now in arnor beta?