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BUG: Military and Social manufacturing bonus bugs

BUG: Military and Social manufacturing bonus bugs

I have started a new game, custom race, normal difficulty. I have chosen bonuses/starting technology/government in such way that I have no military or social manufacturing bonuses. I checked in the abilities window that I have no those bonuses. Then I put the spend slider into 100% and I put the whole amount either into military production or into social production. I also put some ship to build and some building to construct on that first planet, so that I actually was spending money. The planet have 24 pt initially so I expected the following:

Put everything into military. Spend 24bc get 24mp
Put everything into social. Spend 24bc get 24mp

What I got though is the following:

Put everything into military. Spend 24bc get 26mp
Put everything into social. Spend 24bc get 26mp

It looks like I have 10% bonus for whatever reason!

Now, I created the custom race again, but this time I put 10% bonus for military, and 10% bonus for social. I did check the abilities window again that I indeed have exactly 10% in both. Now, because of the above results, I have no idea what to expect, but what I got is the following:

Put everything into military. Spend 26bc get 28mp
Put everything into social. Spend 24bc get 26mp

I have no idea what is going on. Why are military and social different now?? I have checked several times, and this is the behavior of the game. If it is not bug, then what is it?
14,099 views 34 replies
Reply #26 Top
*bump* Is it fixed in 1.D1.008?
Reply #27 Top
The social production & research bonus problems are definitely not fixed in 1.D1.008.


In Stardock's defense, I understand that they are more focused on stability bugs and completely broken features right now. Rechecking the economic calculations is probably lower on their priority list. But still, can we get some sort of official explanation of
- quantitatively how the economy and bonuses are supposed to work
- whether and when the social/research bonus issues will be fixed

Please?
Reply #28 Top
Not to mention all the other mathematical stuff that doesn't work: Moral calculation (and the difference when hovering over the values), population growth modifiers, research from economic starbases etc etc.... It's like almost nothing is working as it should.
Reply #29 Top
In Stardock's defense, I understand that they are more focused on stability bugs and completely broken features right now.


social, research production bonus should be the first bugs to be fixed because they affect gameplay more than other minor bugs.Morale calculation, population growth modifiers are also major bugs that need to be addressed ASAP
Reply #30 Top
Looking at post #3 in the following thread https://forums.galciv2.com/?ForumID=162&AID=103199 , it seems that the social production bug be fixed

Now, for the empire research bonus, I am not sure if it is a bug since you get free research. But calculation should be documented in the game.
Reply #31 Top
The best would be if we could determine military, social and research production for each planet.

In my point of view , I would forget all these central "spending rates" things. It would be grateful if I could build ships in one planet with full production and researching on the other with the same throttle. I think that's a bit stupid that I can't build ships on one planet with full production (as far as my budget allows of course) because I need to build up a building on an other planet or I want to research fast on a third.

I would do the following:
Delete those spending rates from central budget and put them to the planet window. Each bar would represent what rate are the military/social/research production is working. Military and social are mutually exclusive.
Example:
I have 1 basic factory and 1 basic research facility: so my maximum capacities are 8 mp and 5 tp. If I set military bar to maxiumum, i produce 8 mp, that costs me 8 bc. If I set it 50%: 4 mp costs 4 bc. I can use up the remaining 4 mp to social if i want to by setting social bar to 50%. If I set it higher, the military bar will be lowered automatically.
But If I want to I can set research bar to maximum apart from production bars.

And what if I can do this on each planet? I can build ships fast on one planet with eg manufacturing capital, while I "research" plenty of 'tp's on another with eg technological capital. And meanwhile I can make new planets build their social buildings fast instead of producting 1or 2 tp or needless military mp.
Reply #32 Top
Delete those spending rates from central budget and put them to the planet window.

Well, it will increase micromanagement, and I don't think lots of people will love this. And don't forget tht the computer will surely be better than you at micromanaging: it is never tired
And managing lots of planets in a gigantic galaxy won't be fun
Reply #33 Top
Create custom race. Save. Load. 10% Social/Military bonus out of nowhere, and +4% logistics bonus.
Save. Load. 20% S/M bonus, 8% L bonues.
Save. Load. 30% S/M bonus, 12% L Bonus.
Save. Load. 10% S/M bonus, 16% L bonus.
Save. Load. 20% S/M bonus, 20% L bonus.
etc etc.
Reply #34 Top
The best would be if we could determine military, social and research production for each planet.

It is gameplay factor. It is a balance act that you have to do. You always can use focus if you want... but that will cost you. This is where the game interesting - you have to make those choices.