I've been enjoying the game for since Friday afternoon, great game, really like it. However, I'm trying to get a better understanding of the game mechanics and have gotten stumped at the spending distribution function. I haven’t been able to back into the numbers. I understand that the bonuses aren’t working as planned, but I think this is something different.
As I understand it you have Manufacturing Points (mp) and Technology Points (tp) to "spend". To spend them requires money, 1 BC for each mp or tp. Further, your spending is not constrained by your tax revenue. Provided you have sufficient reserves you can spend more BC to generate mp/tp than you take in. Theoretically, if I set my spend rate to 100% I should be generating all the potential mp and tp possible on a planet.
My problem is with the Spending Distribution sliders. mp is split between Military production and Social production. Traditional guns or butter economics. tp does not have a split. However, when you use the sliders you are taking your spend rate and portioning it out three ways – Military, Social, and Research. Consequently, even if I have a planet full of research stations and am flush with cash, I can’t make full use of that research potential unless I turn off the Military and Social production. Production spending is being split three ways, however resource potential is split two ways. I should be able to fully fund both research and manufacturing production but cannot.
Here are some numbers to illustrate. I set up Earth with just one basic lab (5 tp) and one basic factory (8 mp). The capital has 24 mp and 24 tp. So, fully funding everything I should be able to get a total of 32 shields/hammers AND 29 flasks. Lets say the capital’s resources are either/or, at a 50/50 split I should still be able to get 20 shields/hammers and 17 flasks. However, if you fully fund and evenly split your spending on the distribution sliders you get 1/3 potential of each – you get 10 of each. An additional problem – if you have unused military or social spending (say a planet with no shipyard or no land left to build on), it subtracts that amount from the total spend and then splits it according to the sliders, so you get short-changed again.
A follow-up question just to confirm: The capital has 24 mp and 24 tp. That’s either/or right? My testing leads me to believe it is. I have read on other posts that population doesn’t tie into planetary production, that they’re just tax revenue. I’ve started some test games, doing nothing but run up the population up to 10B with no change. I can never get both maxed, but can max either separately. In order for the game to work the way I’ve suggested it needs to be both, or you need a slider for dual use facilities.