Stuck with total manufacturing calculation

(also posted on steamforums)

Heya! I've been reading up on how total manufacturing is calculated, bear with me:

Apparently, total manufacturing = 

Mt = ( Mp + Mb ) * (1 + A + Mc)

Mp = population bonus, which apparently is just the population you have at the moment
Mb = flat bonuses to total manufacturing
A = approval rating
Mc = percentage bonuses to total manufacturing.

Now.

I'm Currently playing as terrans:

My population is 17
Approval is 100%, which equates to a 25% bonus (A = 0.25).

I'm looking at my civ capital, which gets +5 from being a civ capital, and +5 from colony capital building. Furthermore I have a Durantium refinery (+4 Total manufacturing). 
5+5+4 = 14.

I've researched both galactic and interstellar governance, for a bonus of 30% to total manufacturing.

Now: 
Mt = (17+14)*(1+0.25+0.3) = 48.5
However, when I slide my govern triangle all the way to manufacturing, it says my base manufacturing is 45.7, which doesn't fit. So apparently I'm overestimating. I also tried this with other save games as Iridium Cooperation, and also doesn't work. Is there something simple I might be missing?

Thanks for the help, and sorry for the long post!

37,602 views 19 replies
Reply #1 Top

Durantium refinery only adds 2 production now. 

Reply #2 Top

no adjancency bonuses

Reply #3 Top

As mentioned the durantium refinery only adds 2 to total production, not four.

 

Additionally,  for some reason population isn't exactly 1 to 1.  I believe there's a flat boost of 0.5 for some reason.

 

If you just start any new game with no bonusses you'll notice your pop is contributing 10.5 not sure why.

 

(17.5+5+5+2)×1.55 = 45.725

Reply #4 Top

Quoting admiralWillyWilber, reply 2

no adjancency bonuses
End of admiralWillyWilber's quote

Very few things provide a production bonus ("total manufacturing" in v1.03, which is probably the game version being played by the original poster, or at least remembered as it's the most recent officially released patch and has been out for a while now, long enough to get sort of used to production being 'total manufacturing') as their level effect. The only thing I can think of off the top of my head that does is the Thalan Hive and its successors, though I suppose there might be other things.

Also, the original poster's issue is that the actual production value is less than the production value he or she computed. Not including any adjacency bonuses would result in the actual production value being higher than the computed value, unless you have something with an adjacency 'bonus' which is actually a malus. I agree with naselus that the issue is most likely due to Durantium Refineries providing 2 production rather than the 4 used by Waervyn for his or her computation, though that would still give a computed production value which differs from the listed actual production value (29 * 1.55 = 44.95 rather than 45.7; 45.7 with a 55% bonus to production implies that the base value is 29.48, which could be the case if for some reason Waervyn has rounded his or her population without mentioning i, but I don't consider it likely that Waervyn rounded the population that much; when asking for where the error is in a computation which produces a result only ~3 off from the 'actual' value, you do not drop the 0.5 at the end of a product term and not tell anyone about it).

Edit: Goatmeal explained the missing 0.5. I can't say I've noticed this extra 0.5 existing in the past, though.

Reply #5 Top

Hey, thanks for all the replies. I was playing on an old savegame, which still says durantium +4 for some reason.


I indeed did not round, but I can make another case study :)

 

New game as Iridium:

Population = 10

Civ  capital + colony capital = +10

Approval is 46% which equates to -1%.

 

(10+10)*(1-0.01)= 19.8

Shown manufacturing: 20.2

 

No relevant technologies researched, no special trade-resources either.

Thanks again!

 

EDIT: Thanks Goatmeal, that seems to be the case here as well. I'll try out some other savegames with what you said!

Reply #6 Top

well if want a building that provides a bonus how about a factory when you put it together, but that is besides the point. Why does the op not put it's. Factories together for more bonuses.

part of the problem is that the computer can't. Round up, but only drops the extra. This would require extra programming.

Reply #7 Top

@Admiralwilly, I'm talking about base/raw manufacturing. Factories (except for durantium refinery)/adjacency bonuses have 0 effect on that.

Reply #8 Top

Quoting Waervyn, reply 7

@Admiralwilly, I'm talking about base/raw manufacturing. 
End of Waervyn's quote

 

I vote that from now on, we all call 'manufacturing' in the sense of factories 'manufacturing', and go back to referring to Total Manufacturing (as in the total production) as Production or Production Points. It's too confusing otherwise.

Reply #9 Top

Quoting Waervyn, reply 5

New game as Iridium:

Population = 10

Civ capital + colony capital = +10

Approval is 46% which equates to -1%.
End of Waervyn's quote

Unless they've changed the approval modifiers again in v1.1 and you're using it (I haven't opted in so I cannot check; if you have v1.1 you can check by opening GalCiv3GlobalDefs and searching for ApprovalToProductionCurve), the approval modifier to production for 46% approval is actually something like +1.5% instead of -1%. They shifted the 0 point from 50% approval to 40% approval in v1.03, and I don't see a note in the patch notes for v1.1 indicating that they've changed this again. 20 * 1.015 = 20.3, or 20.2 if +1.5% was truncated to +1%, or about what you have if there's still not a production listing in v1.1 which isn't dependent upon output allocation settings in Govern Planet (in v1.03 and earlier, using the raw [output type] numbers can be very touchy for obtaining the exact production value; the tenths place is rather sensitive to even slight shifts in the allocation settings).

Reply #10 Top

I call it like I see it on the screen and tooltips, as of 1.1.   Deviating from the names described in the game will just add more confusion.  In 1.1, its now called Raw Production, but since its coming from a tooltip, should be easy to remember.  Its use is consistent in the tech tree as well.

Reply #11 Top

Quoting joeball123, reply 9



Unless they've changed the approval modifiers again in v1.1 and you're using it (I haven't opted in so I cannot check; if you have v1.1 you can check by opening GalCiv3GlobalDefs and searching for ApprovalToProductionCurve), the approval modifier to production for 46% approval is actually something like +1.5% instead of -1%. They shifted the 0 point from 50% approval to 40% approval in v1.03, and I don't see a note in the patch notes for v1.1 indicating that they've changed this again. 20 * 1.015 = 20.3, or 20.2 if +1.5% was truncated to +1%, or about what you have if there's still not a production listing in v1.1 which isn't dependent upon output allocation settings in Govern Planet (in v1.03 and earlier, using the raw [output type] numbers can be very touchy for obtaining the exact production value; the tenths place is rather sensitive to even slight shifts in the allocation settings).

End of joeball123's quote

 

Thanks! That's good to know. So it seems they haven't updated the ingame tooltips, but they did change the underlying mechanisms. Sloppy, but good to know! Thanks a lot :)

Reply #12 Top

Quoting Waervyn, reply 11

Thanks! That's good to know. So it seems they haven't updated the ingame tooltips, but they did change the underlying mechanisms. Sloppy, but good to know!
End of Waervyn's quote

None of the in-game tool tips that I'm aware of in v1.03 cover production, and the modifiers to influence, population growth, and resistance have not, to my knowledge, changed since v1.0 or some earlier version. The production modifier, hidden from view in v1.03 and earlier (and perhaps v1.1, but as mentioned earlier, I haven't looked at v1.1 beyond the patch notes), is the only approval-based modifier that follows a curve with the zero point at 40% rather than 50% (which, again, may have changed in v1.1, but it's not a change listed in the patchnotes and I haven't opted into v1.1 to check). If you're basing the expected production multiplier off, say, the resistance modifier, which before v1.03 would have been the same as the production modifier, well, it's not the tool tip that's in need of an update; the resistance, influence, and population growth modifiers were never the production modifier, they just had the same value as the production modifier before v1.03 and so were convenient for determining what the production modifier was (they still are the same as the production modifier if approval is below 30% or above 85%, at least in v1.03, but in between the numbers differ slightly).

Reply #13 Top

Ah right. Thanks for the clarification.
I'm playing 1.03, haven't checked 1.1 yet :)

 

Thanks again! Very helpful!

Reply #14 Top

That would explain the random 0.5 I can't account for actually.  A brand new start with 50% approval and 10 pop yields 20.5 total.  Is this from shifted morale bonus points?

 

Can anyone provide a little more detail on how we can calculate the morale boost/penalty or is this something that isn't visible.  Before we could at least use the resistance tooltip to get the %bonus.

Reply #15 Top

Quoting Goatmeal, reply 14

Can anyone provide a little more detail on how we can calculate the morale boost/penalty or is this something that isn't visible. Before we could at least use the resistance tooltip to get the %bonus.
End of Goatmeal's quote

The morale bonus (or penalty) to production is defined by a curve, which itself is defined by a set of points in GalCiv3GlobalDefs. The points are in the section headed by ApprovalToProductionCurve, and are as follows (these are the v1.03 values; I don't know about v1.1):

Approval. Production modifier.

100%. +25%.

95%. +20%

85%. +15%

60%. +5%

40%. 0%

30%. -5%

15%. -15%

5%. -20%

0%. -25%

I am not certain, but I believe that the modifier for approval rates which are not in that list may be found by linear interpolation between the two approval points bracketing the approval rate that you have. I.e., if I have an approval of A and it is bracketed by approval M and N with production modifiers of X and Y respectively, then the production modifier P that I expect to see is

P(A) = ((A - N) * (X - Y) / (M - N)) + Y

If A = 46%, then

P(A = 0.46) = ((0.46 - 0.4) * (0.05 - 0) / (0.6 - 0.4)) + 0 = 0.015

or +1.5%. If A = 97%, then

P(A = 0.97) = ((0.97 - 0.95) * (0.25 - 0.2) / (1 - 0.95)) + 0.2 = 0.22

or +22%.

If the points in between the defined points are not found by linear interpolation, then it's a curve fit that comes very close to matching linear interpolation. Be advised that it appears to me that the game does not use the rounded approval value displayed in the planet window but rather the (morale) / (population) value for this computation; this can sometimes make enough of a difference to show up in a tenths-place error, maybe something larger if you have very high base production levels (for example, a high-population planet). Also remember that this modifier stacks additively with other percentile production bonuses (the Interstellar Governance line which provides 10%, 20%, 30%, and 40% bonuses from four techs, which stack for a total of +100% if you have all of them; Economic Rings, which give 10% each and in theory can be stacked up to 12 times for a total of +120%, though you're unlikely to have that kind of perfect starbase placement around most worlds; Thalan Hive level bonuses at +5% per level, theoretically allowing +50% or so from levels under fairly ideal conditions; and Death Furnaces for 50% from the base improvement and a further 10% per level for up to around +150% under fairly ideal conditions).

Quoting Goatmeal, reply 14

That would explain the random 0.5 I can't account for actually. A brand new start with 50% approval and 10 pop yields 20.5 total. Is this from shifted morale bonus points?
End of Goatmeal's quote

I believe so; 50% approval should, to my understanding, result in a 2.5% bonus to production. 20 * 1.025 = 20.5, which is what you're seeing.

Reply #16 Top

Thank you very much.  That was very informative and exactly what we needed to finish the puzzle!

Reply #18 Top

Well done on the video, but you REALLY should do it on v1.1, as the improved tooltips show raw production (aka total manufacturing), and it will be much easier to explain, because the answers themselves are in the tooltips.

Reply #19 Top

Quoting dansiegel30, reply 18

Well done on the video, but you REALLY should do it on v1.1, as the improved tooltips show raw production (aka total manufacturing), and it will be much easier to explain, because the answers themselves are in the tooltips.
End of dansiegel30's quote

 

Ah really? Didn't realize that at all, thanks for the info.

Once I get my grubby little hands on 1.1 I might redo this vid then, thanks!