BoomFrog

Remove the Waste and you remove the micromanagment

Remove the Waste and you remove the micromanagment

I hate messing with sliders each turn

This game is very close to not need micro managment which is very impressive for a 4x game. The only thing that feels like micro managing is when I adjust the spending sliders to make my production perfectly minimize waste. By waste I mean overkilling a building or ship. When you have 50 BC left to build a factory and have 80 BC capacity you waste both the 30 BC and the capacity. You could have reduced social and raised research spending and still at the end of the turn had the same factory and accomplished more research.

Over spending on research is generally not wasted, it is applied to the next tech in line, however if its the end of the line then it is wasted.

Over spending on a building should be applied to the next building in the Que. Over spending on a ship should be applied to another of the same ship (or a ship que could be added). Over spending on research at the end of a line should get saved and automatically spent the next turn on whatever was picked to be researched.

If these (I think simple) changes were made then there would be almost no micromanagment in the game. This would also help the players who don't mess with the sliders to have a more productive empire. Some people dont realize their super factory world is spending HUGE extra BC's overbuilding ships every turn. And also it'd be cool to be able to build a swarm of fighters in one turn theres no reason for a planat to be limited to one ship a turn. Making wasted social go to military was a great change, lets take it all the way.

btw, I find the ship build govorners and way points to be excellent at saving me hassle thank you so much for that feature
36,454 views 27 replies
Reply #26 Top

I've spent hours micro-ing the sliders to minimize colony ship building waste in the early game.  It's so absolutely important. I've ended up designing 4 types of colony ships:

Ones with 3 ion engines, 2 ion engines, 1 ion engine, and 0 engines.  Since they're separated by 20 bcs worth of production, it means I have a gradient of colony ships to choose from to minimize waste. 

But I wish they would fix this.  

Reply #27 Top

this is an old thread but let me explain some basic methods which can circumvent to overspend production.

first off messing with the civ wide sliders to accomodate a few planets will not work at all since your other planets will suffer from that.

one good solution is to go all-lab and have sliders at 0/0/100 at all times.

youre building your colonys up with focus from research and once this is complete or you have to focus more on military prod simply do so.

every turn go into the planetary list and chack if there are ships or improvements ready in 1 turn. check how much sp or mp will be lost. (a good idea is to design ships that have the cost in its name) if its too much set the focus away and buy the structure/ship usually by using the first lease (it is somehow often cheaper than the direct buy)

this way you are not going to loose any production points.

or you design different ships with different costs (higher qualitiy ships) and shuffle through them (thing like an added hitpoints or range are good for this as they take very little space, but be warned that these ships carry the threat with them to cost more maint)

for research use the general slider or, if you always enjoy going at 100% capacity, shift into social production as well.

however, if you have planets with no social queue at all that would also be wasted capacity (not cost) so you shoudl at least have 1% military slider so the base SP can carry over to your MP.

so a balanced approach could look like this:

1/49/50 initally when theres alot of social to do, and later on 50/0/50* with the last remaining developments of the high PQ planets from focus.

howver, it is actually more efficient to go all-lab or all-fac, although it needs some practice or setup (such as in all-fac you're lacking alot of techs and you have to rely heavy on techtrade or stealing otherwise you will only produce rubbish and in all-lab consider buying ships from the AI and upgradeing them (both techniques work best with a strong economic approach which you will use to mitigate its weaknesses)

 

* once your planets are fully developed you can also switch to 0/0/100 to research some tech and once this is done hop back to 100/0/0 this is actually more efficient as it is kinda pointless to try to build ships which will be outdated turns later.