Economy Tip/Rant: Military / Social wasted allocation handled differently

Why does it have to be so obscure...? :(

I am really enjoying GC2 and I'm thrilled to see that it is getting the recognition it deserves. My hope is that it will shame some of the larger development/publishing houses into not acting like sleazebags and actually making better games.

Disclaimer aside, my biggest gripe with GC2 is about the economy. For those of you interested in my "book", see post here:
https://forums.galciv2.com/?ForumID=346&AID=101763#813913

I'll sum up that rant here though, I'm disappointed at how unnecessarily difficult managing the economy is. The difficulty comes mainly from 2 things:

- Lack of transparency or explanation as to what the economy is doing and how various production values are calculated

- Poor methods of management offered to the player, that is, the way that the player actually controls the economy. Note that this does NOT refer to changing the rules of the game, i.e. setting different research% on every planet, I am talking about how the economy could be better controlled without changing the rules of the game. (i.e., today the player says "I want to use 50% of the total industrial capacity" instead of "I want to spend 300 credits on all industries")

My classic example is that in MOO2 you could click on the number of hammers to see how the computer arrives at that number. In GC2 there is no such luxury and we are forced to try to deconstruct the game in order to figure out what the economy is doing. For example, the 'spending' value on the planet screen appears to equal the production values for all 3 categories, plus the 'maintenance' value for that colony, I just noticed that. But the game never actually comes out and says it in the style of: Mil(100) + Soc(50) + Res(50) + Maint(50) = Spending(250)

I just found an interesting quirk - if your planet has no military project, the military spending value is displayed in parentheses and no money is spent. However, if you have no social project, the money seems to vanish. Whether it gets used for anything, I have no idea. So until anyone discovers where the money goes, beware moving up the social slider to 100%, make sure all your colonies are using the money!

I think the most important thing to realize about the economy is that unlike other games, i.e. Civ4, building factories/labs doesn't get you production or research, what they do is increase your capacity to CONVERT money into production or research. So when you find that precursor mine or artifact and start building/researching to the tune of 400beakers/turn, keep in mind that unlike some 'artifact' bonus in Moo2 which gave your bonus research for free, you are actually paying the same amount of money for each research point, and that precursor mine/artifact just made that one planet ten times more expensive than all the others (assuming you utilized it).
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Reply #1 Top
The only thing missing in your post is what actually fuels the economy.

I understand that factories dont give you extra production and labs dont give you extra research, but only the capacity to spend more on both.

But what are you spending? Where does the bottom-line fuel for the economy come from? Population and tax rate? Does having a factory + a market district give you more production than a factory alone?

The economy in this game stumps me, and I'm usually good at deconstructing how stuff like this works.
Reply #2 Top
I really agree with your second point. Assuming you have a colony with a 700% manufacturing bonus tile, and you build an industrial improvement on it, you've basically bought 7 factories. This is real expensive at 100% capacity. Furthermore , if you turn down the capacity slider to stay under budget colonies that don't have that bonus will have a huge manufaturing hit. The same is true with research. The bonus is really a hidden penalty
Reply #3 Top
The bonus is really a hidden penalty


Would you mind sending your +700% manufacturing and research penalties my way then?

Reply #4 Top
The whole thing is overcomplicated. Here's how economy works, near as I can figure:

1. BC's fuel the economy from first to last, they are the only resource there is.
2. The three ways to get BC's are:
A) anomolies
B) trade
C) taxes
3. Your BC's can then be spent on:
A) research
B) starships
C) planetary improvements

Simple, right? Wrong. Because of the asinine way the economy sliders are set up, the ways to target production are very clumsy, and excess factory production is indeed wasted.

The resource this whole system is designed to exploit is time. Large planets with good resource squares cannot be targeted to work at maximum production while you ease off on your smaller worlds. Everything has to work at the same percentage of capacity.

The frustrating thing about this game is that the engine generally works as long as you don't look too closely at it. The more detail you ask for, the more you realize that it's all built on a house of cards.
Reply #5 Top

The economy is hardly that complicated.

Social production is indeed "Wasted".  This was a game balance decision. The manual is incorrect is all.  It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.

We plan to eventually make it so that social production improves your approval rating.  But it will need play testing.

 

Reply #6 Top

I really agree with your second point. Assuming you have a colony with a 700% manufacturing bonus tile, and you build an industrial improvement on it, you've basically bought 7 factories. This is real expensive at 100% capacity. Furthermore , if you turn down the capacity slider to stay under budget colonies that don't have that bonus will have a huge manufaturing hit. The same is true with research. The bonus is really a hidden penalty

Factories and such are about improving your overall industrial capacity.

If you have a strong economy, you can make use of that industrial capacity fully.  For many players, the challenge is having enough industrial capacity to keep up with their economy.

Reply #7 Top
"I just found an interesting quirk - if your planet has no military project, the military spending value is displayed in parentheses and no money is spent. However, if you have no social project, the money seems to vanish. Whether it gets used for anything, I have no idea. So until anyone discovers where the money goes, beware moving up the social slider to 100%, make sure all your colonies are using the money!"

I laughed out loud when I read this: This actually is the way things work in real life, sadly .
Reply #8 Top
I have a question about the bonus tiles on the planet :

If I build 2 factories (one on a 300% bonus tile and another one on a no bonus tile), I would think to find on the summary of the planet :

- 24 output from the 300% bonus tile
- 8 output from the 100% one

Except that I always have 8 on each one (the same from the other kind of bonuses)

So I think : "It's because I have a 50% production set" .... But in this case, I would find :

- 12 output from the 300% bonus tile
- 4 output from the 100% one

Correct ?

I really don't understand how bonuses tiles works ....
Reply #9 Top
But the game never actually comes out and says it in the style of: Mil(100) + Soc(50) + Res(50) + Maint(50) = Spending(250)

And what is on the right part of the screen where you set your spnding sliders? Or you maybe want a tooltip on spending in the planetary screen.
Reply #10 Top
Assuming you have a colony with a 700% manufacturing bonus tile, and you build an industrial improvement on it, you've basically bought 7 factories. This is real expensive at 100% capacity.

But you are using only one tile and paying maintenance for only one building.

The bonus is really a hidden penalty

Well, everything as a drawback.
Reply #11 Top
Thanks all for your input. Going to try to quote a few people here.

I laughed out loud when I read this: This actually is the way things work in real life, sadly

You got me! If realism is what you crave, enjoy this part of the game! What I was trying to do was not complain that the waste was there (in other words, complain about the rules of the game). What I was looking for was a way that the game allows the player to track it, and I think I found it in my last game. In the Civilization Management screen there is a table that lists all your colonies. I love this screen. So if you see a colony with high social production that is not building anything, go fix the problem

Social production is indeed "Wasted". This was a game balance decision. The manual is incorrect is all. It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.

If you have a strong economy, you can make use of that industrial capacity fully. For many players, the challenge is having enough industrial capacity to keep up with their economy.

Cool, it is confirmed from stardock, so now we know. SD has my respect for making a great game and they do not have to justify all their decisions to me, although an explanation is always welcome. On the second point, thank god I never read the manual
Good point about revenue changing when upgrading improvements, it does already happen a lot and I wish we could set the industrial cap slider based on credits and not on %, but I can see why the decision was made.
Strategic note, if anyone is having the problem mentioned above (too much money), I guess you could start by tearing down your trade centers and replacing them with labs/factories? Reduce taxes and tear down entertainment centers? I will work harder on running into this problem


To amanasleep: I generally agree that I don't like how the economy system works. If you are mad enough that you would like to read someone else complain about it, read my in-depth gripe that I link to in my first post Lets try to be nice enough about it that SD changes it for GC3

The only thing missing in your post is what actually fuels the economy.

Sorry, I thought I had explained. Let me try from a different angle, since you already said you know that factories dont just give you production for free and labs dont give you free research. At any moment in time you have a certain maximum industrial or research capacity. In GC, capacity = the ability to spend money in order to get IP's or RP's. Also at any moment in time, you are using a percentage of that capacity between 0 and 100. Let's call that percentage X%. Finally, you are dividing that X% among Military, Social, and Research, so that X% is between 0 and 100% and M% + S% + R% = X%.

Lets just stick with industry to keep it simple. Total capacity is determined by the number of factories you have, the tech level of those factories, any tile bonuses that you have. Certain bonuses (i.e. precursor mine) just increase the maximum capacity, or the maximum number of IP's that you can "buy". Certain bonuses supposedly also give you bonus IPs for 'free', so you spend the same amount but get more. Unfortunately the game NEVER elaborates on which bonuses fall into which category, so I can't say without experimenting further.

Now a scenario. It is CRITICALLY IMPORTANT to realize that if your "Spending" slider is set to 1,000 credits, and you set your "Military" slider to 30%, you are NOT telling the game to spend 300 credits on the military. You are telling the game to take your total industrial capacity and "activate" 30% of it. This absolutely confounds most new players trying to understand the economy, since the game never explains what is really happening.

So to answer your question "What makes the economy go?", population, trade centers, and morale do NOT appear to affect your ability to build UNDER THE NORMAL CONDITIONS THAT I HAVE TESTED WITH. I mean when you have healthy morale and at least a few billion people. In the scenario above, the ONLY things that would increase military production are:

Increase the spending slider. This represents a % of maximum industrial activation, or X%
Increase the 'military' slider. This represents a PORTION of the above % to activate factories for military production. Corresponds to M% above. Remember that M% + S% + R% can never exceed 100%.
Build more factories. This will make the M% value represent a greater amount of the total industrial capacity and YOU WILL SPEND MORE TO GET MORE.

Where things really stop making sense is when you start trading production for research. Unfortunately it gets more complicated when you balance production and research, because they are drawing on an artificial resource that has nothing to do with your income, treasury, factories, or labs. That "resource" is the percentage at which you've set the 3 sliders. The result is that on a planet with 20 factories and 2 labs, you have to shut down 10 of the factories in order to fire up 1 lab. And vice versa. This is the SHORT explanation, for the real in-depth analysis see my giant post that I link to at the top. I don't like how it works and it's my biggest gripe about this excellent game.

Casual readers and players, stay away from the linked post. It is a few pages long. Only read if you are dying to know what the sliders really mean. On the other hand, if it helps you make sense of things, please reply and let me know

Thanks again to SD for all their great work, seeing the review sites recognize GC2 was almost better than GC2 itself, because it means there's a chance that more devs/publishers will make better games.
Reply #12 Top
I have a question about the bonus tiles on the planet :

If I build 2 factories (one on a 300% bonus tile and another one on a no bonus tile), I would think to find on the summary of the planet :

- 24 output from the 300% bonus tile
- 8 output from the 100% one

Except that I always have 8 on each one (the same from the other kind of bonuses)

So I think : "It's because I have a 50% production set" .... But in this case, I would find :

- 12 output from the 300% bonus tile
- 4 output from the 100% one

Correct ?

I really don't understand how bonuses tiles works ....

Well, when you click on the tile, you will get the base production. As a factory give 8, you will see 8 for each.
But the one on the 300% bonus will give you 24 more.
So your overall industirla production will be :
factory on 300% bonus: 8 + 24 = 32
factory on normal tile : 8
clony base: 12 or 24, depending if it is your homeworld or not.

So the base production will be: 32 +8 +12 (assuming a colony) = 52.
On that, you apply:
- the general spending
- the military/social spending
- empire wide bonus and planetary bonus (like moon and manufacturing capitol)
If you have a general spending set to 50% and sending split evenly between military, social and research, the social production on the planet will be:
52 * 0.5*0.33 = 26 /3 = 8.
On which you will need to apply planetary bonus (as displayed in the detail screen) and empire wide social bonus (as found in the abilties screen in the civ manager).

Is it clear enough or would you like a more concrete example?
Reply #13 Top
It's very clear thanks ...

But that means I can't use the summary screen ? Because on that one, every factory have a 8 production and no bonuses appears down to the screen (except the one from base colony/capital)
Reply #14 Top
But that means I can't use the summary screen

What are you eaxctly meaning? The summary screen doesn't give you the actual production of your planets?
Reply #15 Top
I really don't understand how bonuses tiles works


Another case of the game not giving you the whole story. I just confirmed for production bonus at least, the game does not show the effect of the bonus when you click on the tile OR when you click on the 'summary' screen. Bad Stardock, Bad! But miraculously, your production (and spending values) are higher than they should be, reflecting the bonus. It's unfortunate that the game does not display the correct value anywhere and you have to infer it from the total spending. The people who are being hurt by this are the new players who are ready to move past the easier difficulties, and are trying to understand things in order to improve their game... drove me nuts until I figured it out.

Good explanation from Peace Phoenix, I agree with your numbers... and you seem to be saying that the planetary bonus and empire bonus give 'free' IPs instead of allowing you to buy more. I'll keep an eye out for it.
Reply #16 Top
What are you eaxctly meaning? The summary screen doesn't give you the actual production of your planets?


Hey there, we are writing at the same time, I did not even see this post while I was writing my reply. Not to speak for someone else (since you weren't asking me), but the summary screen definitely does not include the production bonus for bonus tiles, either next to the factory that has it, or included in the total. It mentions the bonus for my manufacturing capital, but does not actually list the real total.

My summary screen says Total Industry 52mp, Manufacturing bonus 100%, but my real military + social production values total over 300 because I have the precursor mine. 0% research, nothing focused.
Reply #17 Top
Good explanation from Peace Phoenix, I agree with your numbers... and you seem to be saying that the planetary bonus and empire bonus give 'free' IPs instead of allowing you to buy more. I'll keep an eye out for it.

Social and production bonus are paid. Research bonus generate free research along with some paid research. BTW moon production bonus is free

but the summary screen definitely does not include the production bonus for bonus tiles, either next to the factory that has it,

If not already done, looks like an entry for the glitch thread
Reply #18 Top
Tecnomage have very well resumed my problem (in fact, better than I cause my english is very approximative)

I have never try to compute the final production myself, so I always use the summary screen of a given planet (the one where every installations are listed with production numbers) ... And it definitively don't take the tiles bonuses, so I was wondering if this is a visual bug or an engine bug ... It seems that this is a visual one so I can continue to spend time and money on these tiles !

Thanks again all for your replies !

Reply #19 Top
It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.

Is it really that harder? After all, some people are complaining that they haven't enough control levl on waste
Reply #20 Top
I would disagree with you!
I don't think if social production didn't go waste, it would be harder to manage the economy.
Just take a look at what you can do now: Social production is wasted if you don't build anyting. If you have many planets not building anything, you just set the social bar low in order to save your money, or to spend it on research or military (even if that slows down some building on some other (new) planets)
In the time you research an invention that you can upgrade your buildings with, you go and set your social bar higher so as to build those upgrades faster (in order not to take a lifetime to bulid them)

And as for the idea of impoving morale by surplus social production..
If you have nothing to build, your morale goes up. Right? So you can increase tax rate to collect more money without rebellion. And then comes the invention, upgradings fills the queues, social prod goes to buildings, morale goes down, and again you have visit the economy window to lower the tax rate if you wish to avoid rebellions..



What makes difference? Whether social prod. is wasted or spent on morale when not building anything, or goes back to the pool you all the way have to watch out for the economy and and adjust those sliders!!

Reply #21 Top
If you have many planets not building anything, you just set the social bar low in order to save your money


Petykemano is bringing up the next logical strategic tip... it might be considered safer to boost allocations to military or research and "Focus" on social only when the planet is building a social project than it is to push the social slider up high and try to focus on everything else, so as not to waste money on planets with no social project. Now if only the civilization manager colony list allowed you to see which colonies were focusing production, and let you change the focus from that screen. ARGH!



Is it really that harder? After all, some people are complaining that they haven't enough control levl on waste


Right now you research a new factory tech, everything gets upgraded, and your budget gets screwed up by about 20% over the course of a number of turns. Which I hate. But, it moves gradually, and when it's done moving it stays there. I think our friendly neighborhood stardock poster was trying to point out that if social 'waste' was returned to the treasury, then ANY tile upgrade would trigger an IMMEDIATE loss in the budget by whatever capacity the social slider was set to. This would be followed by the budget slowly returning to where it was before as the improvements are completed. SD decided to allow case 1 but prevent case 2, it's their game, so....
Reply #22 Top
Right now you research a new factory tech, everything gets upgraded, and your budget gets screwed up by about 20% over the course of a number of turns. Which I hate. But, it moves gradually, and when it's done moving it stays there. I think our friendly neighborhood stardock poster was trying to point out that if social 'waste' was returned to the treasury, then ANY tile upgrade would trigger an IMMEDIATE loss in the budget by whatever capacity the social slider was set to. This would be followed by the budget slowly returning to where it was before as the improvements are completed.

Hmm, but wouldn't you have enough in your treasury to counter the 'IMMEDIATE loss', if Social spending worked like Military and didn't make you lose credits when nothing was built? ... and if all of these processes were properly documented in the manual and in-game?
How is it fun to either reduce my Social as close to zero as possible, or incur huge monetary losses on all planets if I only want to build/rebuild one thing on one planet only, and not have to wait an eternity? Give me more control (with proper information) any day.

And to the poster speaking about 'how it works in the real world' - it's like saying that if I want to build a $100M stadium in one city, I have to also spend $100M in every other city in the country.

it's their game, so....

No it's not. It's their job, and we are paying their bills Too bad there's no monthly fee for GC2 to keep them on their toes
Reply #23 Top
"Right now you research a new factory tech, everything gets upgraded, and your budget gets screwed up by about 20% over the course of a number of turns. Which I hate. But, it moves gradually, and when it's done moving it stays there. I think our friendly neighborhood stardock poster was trying to point out that if social 'waste' was returned to the treasury, then ANY tile upgrade would trigger an IMMEDIATE loss in the budget by whatever capacity the social slider was set to. This would be followed by the budget slowly returning to where it was before as the improvements are completed. SD decided to allow case 1 but prevent case 2, it's their game, so.... "


Well, if surplus social production went back to the pool, any empire-wide upgrade would charge the budget relly seriously. That's you are right in. But if we could adjust military, social and research not by certain percents of total capacity in each sector (not to mention, that these sliders are linked to each other and this makes no sense), but by how many bc-s you want to spend in each sector from the budget, then a sudden upgrading wave wouldn't ruin your budget, since the amount of bc-s you spend in social would not change by starting some buildings.
Reply #24 Top
Right now you research a new factory tech, everything gets upgraded, and your budget gets screwed up by about 20% over the course of a number of turns. Which I hate. But, it moves gradually, and when it's done moving it stays there. I think our friendly neighborhood stardock poster was trying to point out that if social 'waste' was returned to the treasury, then ANY tile upgrade would trigger an IMMEDIATE loss in the budget by whatever capacity the social slider was set to.

Well, being able to spare social production doesn't mean you are efficiently allocation your BC: if you set 100% spending with 33% on military, social and research, and build nothing in military and social, it is like you have set 33% general spending and 100% in research.

Sure you aren't wasting the allocated BC (like it is currently). But it isn't the most efficient way to use your BC and in that regards, it is like the current setting: BC are not used on a more productive thing. There is a warse case: loosing them. there is a better way spare them. But it would be better to be able to use them

BTW, compared to current situation, your budget will only be in better shape. If you are able to have an equlilibrate budget while wasting BC, how will be your budget when sparing them. ?
Reply #25 Top
If you set social spending slider to 0% moral sucks if I'm not mistaken. i tried military and research at 50 50 and moral droped (as it should). It came back up instantly with increase in spending on social. Need to make sure on this.

make the rounds selling techs to all races and minors if very cash effective.

If you have 10 star ports and only one has a project, is 100% of your military spending utilized on that one ship being built? Same for social projects?

So the only resource is cash, cash flow?