Tweak economic and industry model
It can be both simpler, better, more intuitive, strategic, practical with these suggestions.
from
GalCiv2 Forums
Overall I like the game concept. It's just too bad that the economic and insdustry / research model is so very awful.
What can be done?
1) Remove Military / social / research slider completely.
Why? It doesn't make sense, it does not add any good strategical element and is downright absurd and faulty.
example) Social production gets wasted, you have to monitor and micromanage all your bases a lot more often to make sure resources aren't wasted. Often it doesn't make sense to upgrade, as it is much to costly compared to benefits.
2) Keep taxes / spending slider.
Why? No need to change something that works well, and also makes sense. You can manage your empires finances and approval easily here. However I wonder why taxes is the ONLY thing that affect your approval rating. Oh well.
3) Factories / research buildings that are being built will add production when they are built. They only depend on the overall spending slider, and no other splits. If it has x production or research, it will add x*tax-spending.
Why? It's makes more sense, it works better in practice, it requires less micromanagement, it will be more strategic as you can actually specialize your planets better.
4) Population is the source of tax as before. This makes sense and works well. Most people aren't scientists or work in starports etc.
5)* Keep obsolete buildings and make them available even though there are more advanced versions available - IF - (I'm not sure about this part yet, as the game lacks so much feedback and information) - they are more expensive than there basic counterparts.
Why? Because this would help you set up working worlds faster lategame without having to buy all the improvements. But as I said, this is only an issue if the more advanced buildings are more expensive than the basic ones.
6)* Make upgrading cheaper than building a completely new same type structure - IF (Again I don't know if this is true or not yet for the same reason) - it costs as much as of now to upgrade as to build a new one.
Why? Because otherwise you wouldn't want to upgrade a building as long as there are available space on the planet.
7)* Consider separating factory production from social production.
example) Factories are instead starport shipyards. More factories means you'll build ships faster. period. Population decides how fast buildings are being built. The higher population, the faster you can finish buildings, but it would probably be best if this was not in direct proportion. Just a thought.
8)* Consider population playing a part in planets productive output to some extent.
9)* Consider population increase depend on available space as well. It won't grow as fast when they approach planet quality limits as in the beginning on a new fruitius world.
10) Overall better feedback, like information on population growth, effects of approval rating etc.
These are some glaringly appearant flaws I noticed right in the beginning while playing the game, as well as some other suggestions that could be considered in future patches.
1, and 3 are MUST CHANGES imo as it doesn't work well at all as it is, since it's counterintuitive, impractical, faulty etc etc etc.
Too bad economy is so awful, since there are other aspects of the game I like.
What can be done?
1) Remove Military / social / research slider completely.
Why? It doesn't make sense, it does not add any good strategical element and is downright absurd and faulty.
example) Social production gets wasted, you have to monitor and micromanage all your bases a lot more often to make sure resources aren't wasted. Often it doesn't make sense to upgrade, as it is much to costly compared to benefits.
2) Keep taxes / spending slider.
Why? No need to change something that works well, and also makes sense. You can manage your empires finances and approval easily here. However I wonder why taxes is the ONLY thing that affect your approval rating. Oh well.
3) Factories / research buildings that are being built will add production when they are built. They only depend on the overall spending slider, and no other splits. If it has x production or research, it will add x*tax-spending.
Why? It's makes more sense, it works better in practice, it requires less micromanagement, it will be more strategic as you can actually specialize your planets better.
4) Population is the source of tax as before. This makes sense and works well. Most people aren't scientists or work in starports etc.
5)* Keep obsolete buildings and make them available even though there are more advanced versions available - IF - (I'm not sure about this part yet, as the game lacks so much feedback and information) - they are more expensive than there basic counterparts.
Why? Because this would help you set up working worlds faster lategame without having to buy all the improvements. But as I said, this is only an issue if the more advanced buildings are more expensive than the basic ones.
6)* Make upgrading cheaper than building a completely new same type structure - IF (Again I don't know if this is true or not yet for the same reason) - it costs as much as of now to upgrade as to build a new one.
Why? Because otherwise you wouldn't want to upgrade a building as long as there are available space on the planet.
7)* Consider separating factory production from social production.
example) Factories are instead starport shipyards. More factories means you'll build ships faster. period. Population decides how fast buildings are being built. The higher population, the faster you can finish buildings, but it would probably be best if this was not in direct proportion. Just a thought.
8)* Consider population playing a part in planets productive output to some extent.
9)* Consider population increase depend on available space as well. It won't grow as fast when they approach planet quality limits as in the beginning on a new fruitius world.
10) Overall better feedback, like information on population growth, effects of approval rating etc.
These are some glaringly appearant flaws I noticed right in the beginning while playing the game, as well as some other suggestions that could be considered in future patches.
1, and 3 are MUST CHANGES imo as it doesn't work well at all as it is, since it's counterintuitive, impractical, faulty etc etc etc.
Too bad economy is so awful, since there are other aspects of the game I like.
