Social production and combat calculator bug

I don't know if it was mentioned before. (or maybe it's a feature, but i don't think so)
I have to pay for social production even if I don't build anything. Is it normal? I haven't installed the latest patch yet so it could be fixed by now.

Other:
I've noticed that something could be wrong with autobattles. I had a ship which was theoreticaly invulnerable to the enemy (higher defense than their attack, no-starbase) When it met with their fleet it was destroyed and hadn't inflicted any damage. Then I build two more and then I could see the cinematic battle. In that case I got no-damage (I think that's normal). I noticed this many times...

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11,921 views 10 replies
Reply #1 Top
paying for social is a feature, and few have mentioned that they disagree with this feature. and there has been talk of when you don't build anything the money goes towards morale, but that hasn't been implemented yet.

You "defense vs attack", I think, is like a role of a dice.

that is, if you have the equivelant defense of 20 for a weapon, and the have the attack of 10 for that weapon.. you get a random number from 1 to 20, they get a random number from 1 to 10 and whoever has the highest wins. So you can see, you are better off, but they can still cause damage.

The exact calculation may not be that simple, but it is along those lines I am led to believe
Reply #2 Top
I disagree much money is wasted because of this. (and it makes no sense..)

About the combat:
I see that I can lose even with very good chances, but it's unlikely. What I noticed is that it happens only in autocombat...
Reply #3 Top
Ahh! So that 'social bug' is a feature!
This is where the money goes in the real life too, when the government builds nothing!
DDDD
Reply #4 Top
from this thread https://forums.galciv2.com/?ForumID=346&AID=105246 post #5

Social production is indeed "Wasted". This was a game balance decision. The manual is incorrect is all. It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.

We plan to eventually make it so that social production improves your approval rating. But it will need play testing.

Reply #5 Top
I find that I rarely have planets that aren't upgrading something until the end game, at which point I just set social production down to 5 or 10%. When I conquer a new world, I focus it on social production and buy the first few industrial sectors to get it started. Otherwise all of my spending is military or research.
Reply #6 Top
This is what the sliders (and focus) buttons are for.

However, if StarDock does decide to have the excess money increase approval rating, I would think they would need to cap it at some realitively low number (i.e. max approval through social spending = 10-20%). Any more than that and the populous starts figuring that you should really lower taxes instead of taking it and then just giving it back
Reply #7 Top
But enough about the U.S. government....
Reply #8 Top
Why must everyone label things as bugs? it makes is a real pain in the ass to read through this forum.

Next we're going to have the "No multiplayer bug" posts.

I'm not commenting on the validity of your question but it's a question, not a bug report.
Reply #9 Top
Since this forum has no search tool and the manual's description of social spending is incorect the social spending issue looks very much like a bug.
Reply #10 Top
the forum has search function (left side), and I've found it after writing this post (sry ).

Ok: I see it's not a bug., but I think it's a flaw in the economy system. It's ok that we don't wanrt too much micromanagement: setting all the planets individualy, upgrading the buildings one by one, but I think that would be better than this. In the later game I don't build anything (it has more reason as it was mentioned that to start building an upgraded improvement takes a decade). So I don't build because it's not worth. IMHO