Economy - Production & Counter Espionage Centre

Want to check my understanding of these

Hi All,

I've just picked up the Ultimate Edition of this game and really looking forward to playing it a lot as an old-time fan of Masters of Orion 2 and the Civilisation series.  So far its looking great, but I'm getting a bit confused with the economy - production system.  One question about spies too!

ECONOMY & PRODUCTION

Now I've read the Wiki and read several posts on this forum.  I think I'm getting the broad idea, but if someone could answer these questions / confirm I'm on the right track that would be great!

I've seen the flow chart here:

https://www.galciv.wikia.com/wiki/Image:Galciv2_economy.gif

So basically (is this right?):

Income = tax level (linked to population size) + tourism (from influence area) + trade routes + tribute income.  And you might find some free money from anomalies early game too, plus there's all the various bonuses to each of these.

Then you subtract the cost of building maintenance, ship & starbase maintenance and production costs (set from the industry percent slider) to get your net income.

So if that's right, my questions are:

1) With tax revenue, is it just = population * tax percent * bank/market/other economonic bonuses, or are there other factors affecting it, like how much percentage approval I have or each planet has?

2) The production sliders and how it interacts with factories still has me a bit confused, so is the following correct.

Lets say I've got just one planet with 4 factories at 6 manufacturing points each, 3 research centres at say 6 research production each (these are probably the wrong numbers for these buildings, just some numbers to work with).

So my total potential manufacturing capacity is 24 IPs, total potential research production is 18 RPs. 

OK, now say my total income is 100 BCs, and I have 40 BCs of fleet and starbase and building maintenance costs.  That leaves 60BCs spare.

Now say I had my Industry slider at 50% I'd have 30 BC going into military-social-research production with 30BC net income, right?

And then if my M-S-R sliders are 33-33-34%, that would mean I've got 10 - 10 - 10 BC going into each.  I have 24 potential IPs from my 4 factories, so I have enough capacity to turn the 20BCs into 10 Military shields, 10 social shields, with 4 manufacturing IPs being "unfunded/unused".  And I've got 18 potential research pts from my buildings, so my 10BC gets turned into 10 Research pts, with 8 potential research capacity being unused/unfunded.

Or if everything is the same as above, so slider at 50% = 30 BCs going into Industry and I have the M - S - R distribution at 0 - 0 - 100, so 100% Research, then that's 30 BC going into research.  But my research capacity is only 18 pts, so I'd only get 18 shields of research and an extra 12 BC goes back to net income?

Is that right as the basic mechanism?  I've tried watching it in game, but with bonuses and spies on planets etc its no that obvious what's going on.

I do think I'm building too many factories and research centres when I don't have the money to fund them doing anything, if I've understood the game mechanism correctly.   

ESPIONAGE

I've been doing the Dread Lords Campaign, and often find that the computer opponent fills up my planets with spies mid to late game.  I just don't seem to be able to generate enough money to build enough spies to nullify them all and sometimes they can shut down a planet.

So in one game I researched and built Counter Espionage centres, thinking from its description that it stops all spy activity and clear the planet out.  But I built one on a planet with lots of spies and it didn't get rid of any of them?  Does it just stop them from adding new spies to this planet?

Is there any other way to get rid of spies besides building my own them to nullify them?  Well besides wiping out their entire civilisation, which is what I ended up doing, far cheaper than buying my own spies, lol.

One other question, when a building is effected by a spy, its bonuses are shown in red.  Does this mean that the building isn't giving any bonuses now, or that its actually giving the bonus as a negative number (a penalty to production or whatever it may be)?

That will do for now, thanks for any help!  :beer:

Paul

 

PS) I wrote this post in black writing and it showed up as a black screen.  So I cdhanged it to white font in the box, and now I can't see it as I type because the edtior has a white background?!

43,420 views 10 replies
Reply #1 Top

Approval does not affect your tax revenue, merely your population growth rate.

In my games, I have seen a decrease in taxation effectiveness with a higher tax rate (for instance, 100% taxes is not twice as much as 50% taxes), but I've never seen anyone else complain about or mention this so it's entirely possible I've somehow bugged my game.  I've seen this as long as I can remember, though.

There is an additional function in the taxation formula-it is the square root of your population (in millions), which is then multiplied by some constant (~20ish, was higher in DA IIRC and definitely higher in DL).  But the wiki details that as well.

For what it's worth, the game doesn't care about your net income.  All that affects is how much you can actually afford to do-the economic component of score is determined entirely from gross income.

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On production, you are totally, completely, utterly getting the wrong idea.  It's not a percent of your economy-it's a percent of your buildings.

It doesn't matter if your income is 500BC or 5000BC, if you have 3 labs at 6 research each (and ignoring the initial colony to make things simple), at 100% funding and 100% research, you can have a maximum of 18 research (before bonuses but let's not go there yet).

In the above example, with 4x6 industry factories and 3x6 research labs, with your production slider (I believe that's what you're referring to) at 50%, you can have a maximum of 12 (50% of 24) industry or 9 (50% of 18) research.

If your sliders are then 33/33/33 (I'm neglecting the /34 for simplicity's sake), with the above mentioned 50% production slider, then we get 24*0.5*0.33 or 4 military and 24*0.5*0.33 = 4 social in addition to our 18*0.5*0.33 = 3 research.

You do have part of the right idea-you do have to fund them.  But that's where the overall production slider comes in-so you can turn your production down or off to not go into debt...even though it will slow down your progress.

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That's an issue if you're playing the DL campaign from anything but DL.  It should be largely nullified in DA/TA 2.x with the revamped spying system, but it's still a concern.

Yes, the counter espionage center is only a preventative measure-it won't remove any active spies.  You have to build it before the enemy gets their spies in gear.

Just training spies, preventing them from infiltrating in the first place, and killing the offending civ, as you've noticed.

You can read that two ways.  The first is that it isn't doing anything, which is fine, as that's the net effect.  But the way the game seems to read it is that firstly my factory provides 6 industry and secondly due to me factory being spied upon it provides -6 industry...which balances out to not providing any bonus.

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Thanks for changing it...if you don't set the text color, it'll show up black in the editor and white in the forums (here, at least, as white on black is the theme).  An easy way to get it to strip the font color (among other things) is to paste it into notepad, and especially if you're using Word or an equivalent program, you probably want to do that first before pasting here.

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Reply #2 Top

Just some more information on espionage can be found over in my post trying to flesh out the ins/outs of this:

https://forums.galciv2.com/316263

Reply #3 Top

2) The production sliders and how it interacts with factories still has me a bit confused, so is the following correct.
End of quote

Don't be too worried about if the slider system doesn't make much sense. The devs tried to replace it with something else (something involving population I think), but what they tried proved to be too complex to be any fun in their eyes.

Think of things this way, you get a number of people to run your factories and labs. Generally, its enough to keep your production of either your factories at 100%, or your labs at 100%, or somewhere inbetween. Because factories can use their output to develop your planets, or build your ships, you have to split your factory output between the 2.

________________

Anyways, welcome to the community. If you get around to playing TA, you might want to read the TA 101 guide. I think its a pretty good guide (largely because I wrote it /joke) and it should help you get started playing the simple civs quickly and complex civs with minimal trouble.

TA 101

Reply #4 Top

Hi Guys,

Thanks for the responses and the warm welcome.  :grin:

Its not the first time I'm completely and utterly wrong, LOL, so thanks for clearing that up.

So is there a relatively simple relationship between how much production costs in BCs versus its production output?

And yes, I had typed my post up in Word and pasted it in, so it must have registered as a black font during that process, so thanks for the tip there.

I haven't tried the other chapters yet, but will check them out.  I wasn't sure if all the changes from later chapters had been incorporated into the earlier ones, so sounds like they haven't been.

I'll check out that espionage post too.

Thanks again,

Paul

Reply #5 Top

So is there a relatively simple relationship between how much production costs in BCs versus its production output?
End of quote

The way you've phrased that question combined with your previous post makes me wonder what you're asking.

If I have 100 research on a planet and have 100% funding, also set at 100% research, bonuses aside (planetary improvements gives 10% to research, moon(s) give 10%, nano recorders give 10%, hyper computers give 20%, mining starbases give up to 39%, etc), I will get 100 research from that planet.  It will also cost me 100BC for that research.  I'll have other expenses, namely the maintenance for my buildings, but that's not directly relevant at this stage of the game.

Since half of the bonus that you get is free, if I have a 10% bonus I'm now getting 110 research, but I'm only paying 105BC for it.  This will show up in domestic stats as 100BC in research and 5BC in bonus production/research (unfortunately the bonus section is not split into production and research separately).

This is entirely regardless of what my income is, whether it's 500BC, 5000BC, or -5000BC.  So long as I stay above -500BC total cash on hand, my production and research will continue to operate.

If you're asking for improvement cost and maintenance versus how much the improvement nets you in production/research, I'm afraid that's not simple at all.

Reply #6 Top

So is there a relatively simple relationship between how much production costs in BCs versus its production output?
End of quote

I was going to say no, but after some thought, I'll say yes. The reason being is many factories and research labs progress in such a way that they become cost ineffecient. They may trick you by becoming cost efficient for a while before becoming inefficient very quickly.

For instance (using ver 2-02), in TA if we were to start with the "Traditional Factory" we would have a maintaince cost of 3, and an output of 4 (nearly 1 point of maintaince per 1 point of output). Follow it to "Manufacturing Centers" and you might notice that each generation increased its maintiance by 1, and its output by 2. At the manufacturing centers stage, we have a maintaince of 6, and an output of 10 (giving us nearly 1 point of maintaince per every 2 points of output).

However, the tricky part is when we move to "Industrial Sectors". The maintaince cost jumps by 4, while the output increases by 2 (the build time also jumps from 150 to 400). The new stats is 10 maintiance, 12 output (a worse efficiency ratio than what we had with the "Traditional Factory").

Many other kinds of planet improvements have different tricks, so the only way to be sure is to check the numbers for yourself. Fortunately, economic planet improvements seem to be largely immune to this practice.

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Reply #7 Top

@Sole Soul, that's all I was getting at, is it 1 BC per 1 Research point, if everything is at 100% as you've said.

@Divine Wrath, ok, that makes sense too.

Now, my last challenge, how to stop my brain going "just one more turn" when its 3am in the morning? :)

Cheers,

Paul

Reply #8 Top

Now, my last challenge, how to stop my brain going "just one more turn" when its 3am in the morning?
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Hrm, you could rig something to your chair that any mouse clicks from 3am to 7am would lead to an electric shock.  But you could then circumvent that by standing for those 4 hours or swapping chairs.  Perhpas set the circuit your computer is on on a passworded timer and button-mash the password so that you don't know it to override it.

Reply #9 Top

Now, my last challenge, how to stop my brain going "just one more turn" when its 3am in the morning?
End of quote

HMmm  not sure why you would want to stop your brain from doing that. Your brain will shut down your consciousness when the time is right.  And when it allows you control again, just click "turn" and continue. 

 

Or,,,, get married and you will have an Auto-game-off alarm. ;)

Reply #10 Top

Hah hah hah!!

I've already got an "auto-game off alarm", but she falls asleep relatively early and doesn't work that well.  

Of course, I do get asked what time I went to bed last night, "um, er, 12 o'clock, honest!!!"  <_< :inlove:  

I think she's onto me though, the bags under my eyes are getting bigger and bigger every day...!

Hopefully she won't read the electric chair suggestion or I'm sure she'll install one - with her own remote control for it!!:banhammer: