Planetary Wealth approval bonus: clunky, more micro

I don't think I like the wealth approval bonus, I'm microing my worlds wealth production on the triangle all the time so i can get the approval I want.  There's already approval structures that present an Approval vs Income (opportunity cost of other structures) choice so do we need another level of the same choice?

 

ironically the ease-o-use triangle is making this more difficult because its harder to peg where i want to go for a given proportion of production/research.  

 

 

 

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Reply #1 Top

I just finish my production asap and then focus on 'Economic Stimulus.'

My problem is that this build option is like an 'I WIN' button because my approval goes sky-high once I hit it, along with those other +50% bonus.

So, I just squeeze the population of work for a bit, then get econ stim going, and everything's all good.  Might eventually write about it for a nerf or balancing. 

Reply #2 Top

The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects.

 

Just discovered that if I triangle focus a planet's manufacturing into Research Project, you produce a good amount of research. Having high leveled research buildings does produce more. However, you'll need manufacturing on the planet to build everything in the first place and upgrade the buildings. When you later triangle focus on research. Well those manufacturing buildings sit idle. Probably makes more sense to forget about research buildings, only build manufacturing buildings and use Research Project.

 

The size of this game is causing the planetary fiddly bits to become aggravating. Remove those 4 projects from the game. Remove the spaceship build versus planetary build slider. Have any manufacturing that isn't used on planet get automatically used for spaceships. Notify the player when the planetary build queue is empty and there is empty land.

 

 

Reply #3 Top

Quoting Nathan, reply 2

The size of this game is causing the planetary fiddly bits to become aggravating. Remove those 4 projects from the game. Remove the spaceship build versus planetary build slider. Have any manufacturing that isn't used on planet get automatically used for spaceships. Notify the player when the planetary build queue is empty and there is empty land.

I'm curious how one can build a ship and a factory. Wouldn't I be using all my production in building the factory, and so when the project is finished then I will build a ship? Would it not be faster to divide the labor between the two? Also, what if I'm under attack and need fighters, but I also need to upgrade my manufacturing. I would therefore have to stop production on the planet in order to have ships be built as there wouldn't be any excess production per turn if that production is all used for planetary items.

Also, if any production is not being used in the shipyard it is automatically moved back to the planet.

Wouldn't a more balanced approach be better on a planet instead of a purely manufacturing planet? Also, if one has built something on each tile in a planet, and the empire cannot support anymore ships, we would leave the production on the planet to sit idle? Wouldn't it be better if the production were changed into something more productive?

I think the complaint here is about the balance. When you use those research projects, is having a couple research buildings better than just a purely factory based planet doing research projects. It should be a loss on production when converting to research or wealth. Sounds like a balance act. I would say that 3 factories with research project equates to 1 research building with the planet using the research project. (I'm just throwing out the numbers here, I'm sure others have better number ratios than this)

Reply #4 Top

I agree that it seems that how interlinked wealth is to approval it makes approval focused buildings unnecessary. I also think that fixing approval by focusing production toward wealth via the govern wheel is very limiting as it takes away the ability to focus on production or research just to maintain a decent approval rating. I think that wealth and approval are way to interlinked right now leading to a very unintuitive way of dealing with approval. I also found it strange that if population pressure is a large cause of disapproval and that pressure tended to be higher on planets with mac of 8 or 10 population and nearly non-existant on planets with higher population with their population maxed out. I also think that population growth is super fast compared to what might be reasonable in the timescale of weeks, given that cloning is a technology that is researched fairly well into the game, it implies that people are either sprouting from the ground or multiplying like insects.

I also agree that the continuing projects kind of cheapen buildings other than production, I believe they are put in because the game does not like to have things idle before advancing to the next turn. I think it is best to get rid of this option at least for planets because some projects (economic stimulus, research project) cheapen other building types and festival for all I could tell is useless as it did not improve the approval on the planets I used it on. I also noticed that upon researching tourism technology that all my wealth woes were a thing of the past I could completely set my production wheel to the far corner of production or research (if approval would let me, see above) and still make double digits of bc a week, it seems that tourism's influence is way overblown.

Reply #5 Top

My early experiments (in Alpha 0.31) was that:

  • 4 mp buys 1 Research Project / Economic Stimulus, no limit on the number you can buy per turn
  • Birthing Subsidies could be 4 mp also ... but maybe it's more, like 10 mp.  +25% growth is a way bigger jackpot than +1 rp or +1 bc.
  • Festival I dunno.  I never tested it, and I don't understand cultural influence math anyways.
  • I think partial projects do accumulate.  That may be why you see a planet's queue bar sometimes drawn partially-full (indicating work in progress) for a project.

So the threshold rule-of-thumbs are:

  • Let TM be (1 + sum of planet's mp +%s).  Define TR and TW similarly.
  • If TM < 4 TW, then Economic Stimulus is a loser.  You'd be better off just to set your planet, as-is, to 100% wealth axis in the wheel, and generate more bc.  (Save a game, try it one way, reload, try it the other way.  QED.)
  • If TM > 4 TW, then Economic Stimulus is a winner for that planet.  So if you're going to pump wealth on that planet, do it via 100% manuf and ES in the queue, instead of using the wealth axis.

However, that doesn't mean it's the best strategy, because TW is a lower bound, not an upper bound.

  • Let XW (planet's theoretical maximum wealth) be what your TW would have been if you had filled the planet with wealth improvements.
  • If your TM > 4 XW, then ... hey, the all-manuf + ES path is the winner.
  • If your TM < 4 XW, then you're making a tactical profit, but a strategic loss (compared to an opponent who just set his planet to XW in the first place).  So maybe what you're gaining is flexibility.

I dunno if it's even possible for a planet to have TM > 4 XW.

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Reply #6 Top

:erk: