Optimizing production and using 100% capacity of factories
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GalCiv2 Forums
I like this game very much, but one thing that annoys me is the funding system. It is downright painful to anyone concerned with efficiency and utilization of capacity.
As we all know, if you fund your industry 100% on the slider that doesn't mean you are using every production building 100%. Military and social production come from the same source, so lets say you set these sliders 25%,25% and res 50%. Now you are using your factories 50% and your research labs 50%. 100% funding means 50% capacity use. How logical. Running 100% labs somehow shut down my factories, there is not a shortage of workers or cash, it's just an arbitrary system, and it's a bad one!
Here is a concrete example of the stupidity of the system, where I show a rather silly result:
:::SCENARIO:::
I have a class 10 planet with 10 squares. Earth if you like. Assume no colony or starport for simplicity.
Build 5 xeno labs: 5*9 flasks=45 flask capacity
Build 5 factories: 5*8 hammers= 40 hammer capacity
I set sliders 100% industry, 50% res, 50% military.
I now have capacity to produce 22.5 flasks and 20 hammers.
BUT: Let's say I rather build 10 factories: 10*8=80 hammer capacity.
I set slider to 100% industry, 100% military.
I now have capacity to produce 80 hammers. I have essentially doubled my efficiency, it's like having a class 20 planet!
Now for the real crux of the argument: I set my focus to produce research. I have checked, and the convertion ratio is about 22.5%, with minimal losses to the conversion.
After the conversion i am producing around 60 hammers and 20 flasks, it's slightly less by a few units. That's allmost the same result research wise as the 50%/50% case, but my military production is about 40 units higher! talk about efficiency gain. This is a superior strategy in the early game. It can even be reversed, you can do 100% res production and focus on military or social.
What's the incentive to build xeno labs if I can get the same result with factories and focus production? Seems like a poorly thought out system that's supposed to give rise to strategic choices, but in reality it's just limiting the players.
:::SOLUTION:::
Stardock needs to remove the industrial spending slider and let you move ALL the mil/soc/res sliders to 100%, while letting the social and military be codependent since they come from the same building. Thus, you could have 100% res, 100% mil, but that means 0% social. Or you could have 100% res, 50% mil, 50% soc.
As we all know, if you fund your industry 100% on the slider that doesn't mean you are using every production building 100%. Military and social production come from the same source, so lets say you set these sliders 25%,25% and res 50%. Now you are using your factories 50% and your research labs 50%. 100% funding means 50% capacity use. How logical. Running 100% labs somehow shut down my factories, there is not a shortage of workers or cash, it's just an arbitrary system, and it's a bad one!
Here is a concrete example of the stupidity of the system, where I show a rather silly result:
:::SCENARIO:::
I have a class 10 planet with 10 squares. Earth if you like. Assume no colony or starport for simplicity.
Build 5 xeno labs: 5*9 flasks=45 flask capacity
Build 5 factories: 5*8 hammers= 40 hammer capacity
I set sliders 100% industry, 50% res, 50% military.
I now have capacity to produce 22.5 flasks and 20 hammers.
BUT: Let's say I rather build 10 factories: 10*8=80 hammer capacity.
I set slider to 100% industry, 100% military.
I now have capacity to produce 80 hammers. I have essentially doubled my efficiency, it's like having a class 20 planet!
Now for the real crux of the argument: I set my focus to produce research. I have checked, and the convertion ratio is about 22.5%, with minimal losses to the conversion.
After the conversion i am producing around 60 hammers and 20 flasks, it's slightly less by a few units. That's allmost the same result research wise as the 50%/50% case, but my military production is about 40 units higher! talk about efficiency gain. This is a superior strategy in the early game. It can even be reversed, you can do 100% res production and focus on military or social.
What's the incentive to build xeno labs if I can get the same result with factories and focus production? Seems like a poorly thought out system that's supposed to give rise to strategic choices, but in reality it's just limiting the players.
:::SOLUTION:::
Stardock needs to remove the industrial spending slider and let you move ALL the mil/soc/res sliders to 100%, while letting the social and military be codependent since they come from the same building. Thus, you could have 100% res, 100% mil, but that means 0% social. Or you could have 100% res, 50% mil, 50% soc.