Race Bonuses - Economic, Research, and Morale > Social and Military?

NA

I created a custom race and loaded up a series of test games with it. In each case I made sure the race's bonuses were only from 1 of each of the 4 categories, Research, Economic, Social, and Military (as well as once with no bonuses). I then modified my taxes and spending to try to isolate the effect of each bonus. This is what I found:

Bonuses to Military and Social production were applied to colony production exactly as given, +50% = +50% Effective production BASE... For example, on a starting planet if you had +50% Military your base production for calculating Military spending would be 36 (24*1.5). So with maxed spending, and production evenly split between Military, Social, and Research you would spend 12/8/8, as expected (8/8/8 is normal on starting colony, so 8*1.5=12/8/8).

The upside is that you get a lot more production from initial colonies and all factories. The downside is that you still have to pay BC for every single point of production gained, thus raising your expenses considerably.... You gain the potential to build much faster, but at the cost of needing a lot more BC to fuel your production.

With Research bonuses I found something completely different. You would expect Research to be the same as above, however, what I really found was that a Research bonus doesn't increase your research base, or expenses, at ALL. Instead HALF the bonus is applied to your research AFTER you pay for it.... So if you have a 50% research bonus, max your spending, and split it evenly between Military, Social, and Research, then instead of getting expenses of 8/8/12 your expenses will be the normal 8/8/8. However, on the planetary screen your research number will show 10 research, a 25% increase, which is exactly half the bonus you would expect, but also a BC FREE bonus.

Economic bonuses add exactly the percentage given (less rounding) to your tax income BEFORE bonuses from planetary improvements, like Markets, are added (and presumably before economic starbases as well). This makes Economic bonuses incredibly valuable as they are multiplied by further bonuses instead of added.

Morale also provides a bonus, the exact details of which I did not investigate, but in general it seems decent, but not great. However, it is still nice because it allows you to have a higher total population, or charge higher taxes, or both, which ultimately increases available BC, which leads me to my main point...

The reason I think the information above makes Economic, Research, Morale bonuses superior to Military and Social bonuses is because there is only 1real resource in the game... BC's, and these bonuses directly, or indirectly provide you with MORE BC's while the other two just free up a planetary tile or two. Admittedly those free tiles could be used to increase BC's, but not as effectively or efficiently as these bonuses do....

If you aren't at or near 100% Industrial Capacity then you are effectively wasting a lot of planetary tiles. Past a certain point all increasing planetary production and research tiles really does is focus more production on that specific planet.

I am not suggesting a cookie cutter approach to min/maxing custom races, especially since the BC savings/income from Research and Morale aren't nearly as great as from Economics. I am just trying to spread some useful information that isn't immediately obvious to most people, and yet which is vitally important to understanding the game and playing effectively.
25,768 views 9 replies
Reply #1 Top
Sorry for the double post, I watched the forum for 10 minutes and didn't see my last one, and now that I post this one suddenly I can see both.
Reply #2 Top
Hmmn this is quite interesting actually. I'm new to the game so I really didn't have that much insight into it - very nice indeed.

Do you know if the research bonus thing is intentional or just a sort of bug? Sounds a bit unreasonable that it works differently for military/social..
Reply #3 Top
Thanks for the analysis, Citizen Arentol,
Your numbers correspond to my own investigations, but I would add that I don't think research costs money the way military and social production do anyway. Try just messing with your sliders, if you increase military or social percentages, your BC per turn income will drop, while increasing research it will rise (because you are dropping the other two.) So funding research, in this game, is the cheapest, resource wise. Maybe that is why they only give you half the benefit listed to help balance it out with the other bonuses.
Reply #4 Top
Executive Form, the only reason your net income increases when you increase your research spending is because you have less research capacity than factories. If you'd built more research facilities and less factories, it would have been the other way around.
Reply #5 Top
and research is faster to make than ship and social project buiding or it may be my style of and i've noticed something else changing sliders of military, social and research social and military are more affected than reasearch.
Reply #6 Top
I don't really bother with military bonuses or military spending at all anymore. I find it's much better to just have a powerhouse economy and buy all your ships. I'm in the middle of a game where my research bonus is around 80% and my diplomacy is about 140%. This means I can sell my advanced techs for ridiculous sums to my friends and buy highly advanced ships. Much easier than begging for techs and building ships the slow way.

Personally I think the diplomacy tech tree is a bit too powerful. If you research fast enough, you can get insane bonuses - after all, there are bonuses in the trade and ethics trees as well.
Reply #7 Top
social bonus is a tax not a bonus....

anything is better than social bonus atm.
Reply #8 Top
Hi!
Good one analysis. Thank you.
BR, Iztok
Reply #9 Top
I sitll go +50 military. While your economy may revolve around bc's, you're paying ~5bc per production point when you purchase stuff outright. 1pt of industrial capacity lets you pay 1bc for it instead of 5. This is critical in the initial colonization phase. +50 military may increase your deficit spending a lot in the early game, especially if you find a 300% manufacturing bonus tile (and you WANT to find that)--but it's nothing compared to the purchase costs. Also by lowering your taxes, you can effectively purchase 100m of population/turn for 1-2bc/turn. That's a much better investment than wasting it on 1/5th of a production point. Additionally, when you go Abundant anomalies (which I always do), that +50 military can go into additional (and very fast!) survey ships, which can make your money back by discovering the 2500bc anomalies. 2500bc!! That's half your starting treasury!

I'm usually on a razor's edge from going -500bc in the hole, with tech trading and my survey ships frequently bailing me out; and that's without purchasing too much (except the starting factories). But I own the map. If I'm still not on the edge even with all the +50 military spending, it's then that I look into purchasing stuff so I can grab more. But that 5000 starting bc needs to last me through the whole land grab phase, and that includes grabbing all the starbase mining resources. That, too, needs +50 military.

Even when everything's settled down, you're still left a +50 military bonus, and that's kinda nice sometimes; especially when you're swimming in money. Because again, it's far better to marry off your bc with a production point than it is to purchase stuff. If you can help it. And you've got economy starbases (which use military) to help you with that as well.