Why charging social spending when no projects are selected breaks the game

Please Stardock read this

I write this piece with the avowed goal that Stardock realizes that wasting social production breaks the economy. I will go at some length to try and do that. So far the official response from Stardock has been: we can’t do it, otherwise the income and expense report is wrong as new upgrades come along. I propose a (IMO better) solution to this problem: TURN OFF AUTO-UPGRADE BY DEFAULT. That’s it. No more no less. People who activate it manually will know what it does and "suffer" the consequences.

If Stardock you won’t fix it in the main release stream, then please, please, please, I’m begging on both knees for you to at least let out a patch that will change the behaviour so that non-used hammers are not wasted. If it’s at all possible to mod some data file somewhere that will do this, please let us know (I don’t think so it since it’s behaviour were talking about, not data). You may think I’m crazy to beg like this, I hope my explanation later on makes sense to you. I specifically don’t care if the modded game can’t submit score in Metaverse, etc.

BTW I don’t think I’m over-reacting and I’ll try to explain why here. When I say the game is broken, I don’t mean that it can’t be played or that you can’t have fun for a while. On the contrary, I’ve been doing so for the past few days. What I mean is that a large part of the strategic element of the game is broken (i.e. the economy) - and that basically means the game itself is broken when you’re talking about a strategy game. Obviously, whether I’m over-reacting or not is largely a matter of opinion… After a few days getting comfortable with the various aspect of the game I delved a little deeper to optimise my strategy and found this monstrosity of wasted resources. That killed my fun then and there. Note that "optimising" here doesn’t mean: "knowing all the formulas in detail"; it means "understanding the relationship between concepts (money, production, morale, etc.) to plan accordingly". So please don’t dismiss this as "another min-maxer going overboard".

Don’t get me wrong: I WANT to love this game. I really do. The fact that I’m writing this now is proof enough. If I didn’t care, I would have moved to something else already. I love many things about the game (in fact nearly everything) and I think developers have put a lot of really nice touches. People have complained about the UI, the exploits, etc., but I honestly think that’s not that big of a deal. (The fact that I don’t care about Metaverse scores is the reason behind this; other players wanting to rank themselves will obviously have a different opinion.)

To explain why wasting hammers is bad, consider the following example. It’s a bit contrived, but you’ll get the idea.
-You have 6 planets.
-Five of them are in a corner/behind/sharing a border with allies and each have an initial colony module (whatever it’s called) producing 12 mp. You want to produce defense ships on these planets.
-One of them is at an enemy’s border. You want to produce attack ships there, lots of them.
-So, you build (there) many factories to crank the ships as fast as possible. You end up with 140 mp on that planet and the rest of your planets have a total of 60 mp.
-Suppose you have 200 bc available to spend.
-You want to allocate social/military production 50-50. You do so with the slider and set the manufacturing output to have a 0 net profit.

How is the money allocated?
-The factory planet ends up with 140 bc/mp: 70 shields and 70 hammers.
-The other planets share the remaining 60 bc/mp. Each one of them gets 6 hammers and 6 shields.

What happens if the factory planet has no more social projects to build (this will happen quite fast given the speed at which it builds them in the first place)? The hammers are wasted. This means that 70 bc are wasted. A little less given that you can set the focus to military, but given the conversion loss and the fact that not all the hammers can be converted, a lot is still wasted. Say, 50 bc.

Let this sink in: with a total budget of 200 bc, 50 bc are wasted. 25% of your empire income goes to waste (less if you consider maintenance, but you get the gist). This is particularly painful considering that each one of your factory-less planets only get 12 shields and hammers in total. Would they get the wasted bc, they would have almost 100% more resources and finish projects in half the time.

Ok, but it makes sense, no? I mean, the workers and mortgages must still be paid while the factory floor is empty, right? Not so, given that the extra production capacity could be fully used to build ships. In fact, that’s precisely what would happen if the social production slider were set to 0%.

This in itself is bad, but not game-breaking bad. What is game breaking is the combined hammer wasting and the way the sliders work. Building factories doesn’t strictly mean: "produce more here". It means that, yes, but it also, more subtly (and more importantly) means: "allocate a larger % of the money spent on production here." I may not be a good player, but I’ve found that having enough production capacity to eat through your income is not hard. It’s actually very easy to have excess production capacity. Building a few factories in a row on a few planets will usually change the situation from excess income to excess production. So, the latter meaning is actually more important in games than the former.

So what if in our example above we actually wanted to crank up social production on the factory-less planets? We could build factories there too. One disadvantage is that additional slots are now taken on the planet. Moreover, this wouldn’t bring more production capacity (mp) per se (since we wouldn’t get more cash), but the allocation percentages would change so that less mp would be wasted and more would be put to actual use. Another way to accomplish the same would be to demolish some factories on the factory planet, thus rendering it less apt at building ships. If you had built ship-improving projects there (like hyperion shipyard), and thus wanted most of your fleets to come from that planet, though luck.

So, factories are not a way to increase production, but a way to change the % of allocated resources.

When you realize that, you have two choices:
1. You don’t bother about vast inefficiencies in your empire and take on far less of a challenge than would otherwise be possible because of the waste.
2. You micro-manage you factories and the focus of your planets to minimize the waste (it’s not possible to completely eliminate it, but you can minimize it).

Most people playing TBS games will not naturally fall in category #1, IMNSHO. This is so simply by virtue of the fact that a strategy game is, by definition, a kind of puzzle where you try to optimize/maximize something. How far you go in that maximizing is obviously a matter of personal taste, but if there is nothing to optimize, it’s simply not a strategy game (this holds from chess to warcraft). People looking for a game not involving thinking/planning/optimizing will typically not play a 4x game.

But once you understand these concepts about factories and waste, you can optimize it right? Ah! So there’s your strategy after all, no?

No. Some optimizing is simply too tedious/boring/unbelievable to be fun. And that is really the heart of the matter and what I’ve been aiming to all those lines. When I play GalCiv (or any 4x games), I want to be a galactic emperor mustering forces against other emperors. I want to believe it. Building and scrapping factories in order to change various production percentages is unbelievable: I have to suspend belief. I’m not an emperor building a great civilization anymore: I’m a gamer in front of his PC working around serious design issues. I’m so obtuse that I find a game requiring such belief suspension is just not fun for me. The fact that the AI works under the same conditions doesn’t alleviate the issue for me, sorry.



This is pretty much all I can say to make my case. If this is not enough, nothing I say will be and I’ll give up on the game. However, I still hope Stardock will fix it. They can’t NOT do it! It would be such a shame to let a simple matter like that ruin an otherwise great game.

Again, the solution is extremely simple:
-Don’t waste bc on non-used hammers.
-Optional: Disable auto-upgrade by default (allowing players to set it back on)

Again, at least please offer a patch even if it’s not in the main release development stream.

*** If there is anything wrong in the above example and if my understanding of the game is wrong, by all means let me know. I would like nothing more than be proved wrong and be shown that my example is not possible / not as bad as I think.

10,643 views 15 replies
Reply #1 Top
Brad has already said he plans to change it. In fact, he was hoping (last night) to have a test build with social waste diverting to military uploaded today. Not that I'm looking to dull the edge on your essay or anything
Reply #2 Top

I think the term "Breaks the game" is really overstating the case.  I simply don't agree it's that big of a deal.

Social spending can be likened to having to pay workers to build buildings. Even if you aren't currently building the buildings, you're still paying them.  You can control that in a number of different ways.

However, that said -- in the next update we are changing the behavior so that unused social goes into military spending and if that isn't being used it goes back to your treasury.

Simply put, I don't think most people care one way or the other.  And we don't feel strongly about  (i.e. we're not married to) the current system.

Reply #3 Top
I wouldn't say it is game breaking at all, I've had great games completed with me winning and losing unrelated to the way this works. However I do understand your points and so do the devs. Here is a Link where a dev discusses this somewhat. They now it is not perfect, just better than the old system. If you click on the journals tab to the left, they post alot of the stuff they are noticing and thinking about fairly regularly. Sorry I didn't bother to read your entire post, but the bottom line is they aren't 100% happy with it either and are looking into tweaking/changing it.


EDIT: Damn, they beat me too it, LOL Guess since you guys are on, I'll let you defend yourselves
Reply #4 Top
*Eyes Glazes Over* that made me miss Star Pilot's old posts..

just kidding... Hey put that phasor rifle down.

Yours were easier to read I swear !

Reply #5 Top
I understand why some people don't like the currrent system, but I just hope the "fix" doesn't break current gameplay too much. I kinda like how I can have auto-upgrades not causing huge swings in my economy. Economic micromanagement isn't the most fun part of the game for me. I really don't want to be spending any more time fiddling with the economy settings on every turn, than I am now.
Reply #6 Top
I know what breaks the forums, assinine debates over DESIGN FEATURES like this. It's getting old. It's not like no one else pointed it before.

Am I the only one who's perfectly fine about the way things work? I mean, the way the budget works was what first attracted me to galciv 1 (and hence galciv2), it's much different from any TBS before it and it has much more of a "real world" feel to it when you're budgetting money around then when a forest on the map builds your tank.
Reply #7 Top
Personally I find it annoying (it makes specialised planets impractical), but it doesn't ruin the game for me, and it's not an overall hinderance, since the AI faces the exact same limits.

I'd like to have a 100% research planet tucked away safe in my empire, 100% military production planets facing the enemy, and 100% social production planets that are being developed or upgraded. Unfortunate that I have to have them all running at 33/33/33 (with some tweaking of priorities) instead.

Still, as with "I can't demand someone leaves my space", "I can't move into the 3rd dimension" and a few other things - it's just part of the game. Nothing's perfect, and the pros really outweigh the cons for me.
Reply #8 Top
I have not had a tremendous issue with this. On the one hand, it's annoying to have all that production (and therefore money) go to waste. On the other hand, suddenly going from massive positive income to massive negative income because all your planets need upgrading would suck.

I would suggest allowing military and social production be usable interchangably (unused military production can be used on social production and vice-versa), and only have excess money returned to the treasury if there is no production occuring. In particular, the production output should be shifted *before* percentage production improvements are applied. That ensures that the distinction between +military and +social production still exists.

The end result is that there is just "production" that gets assigned wherever it is needed based on what a planet is building (all military, all social, or split between the two), then boosted according to the +production abilities of the race, planet, etc.
Reply #9 Top
Could it be better than it is now? Sure. (and its being addressed as far as I know) But ive been playing the hell out of this game for something you say is so "broken". Your overexaggeration ensures no one will take your post seriously.
Reply #10 Top
If you don't build military OR social, can we please get the cash instead? Quite often I don't actually want to pump out too many more ships, from a planet which is a long way from the front (in a huge galaxy!)
Reply #11 Top
If you don't build military OR social, can we please get the cash instead?


However, that said -- in the next update we are changing the behavior so that unused social goes into military spending and if that isn't being used it goes back to your treasury.
Reply #12 Top
Max3000, yes to some degree I go with what you are saying. It's hard to accept waste when you are striving so hard to perfect your empire. You can, to some degree, look at it from a more macro point of view and it helps to resolve this issue, but it is still there.

However, my problem here is that so many people on this forum post up their SINGLE defining thing that must happen to make this game succeed........ yet they're all different! Every day there is a post (or 10) with... this game must have #rotating planets, #self-upgrading starbases, #no social waste, #tactical combat, #death stars, #space monsters, #hamsters on mars, #planetary fleet buildingy type things, #self-propelled jelly tarts, #no ship builder, #no ships!, #more space, #less space, #insert any other random thing that bugs you so completely you spend hours commenting it on a forum where people only mildly agree with you.

Most people who have played it know it's there. People who have played it a lot have probably come up with workarounds or just shrug and click the specialise tabs at the top of the planet screen and say "well, it's better". It's so not game breaking. It's just not. Ok? Say it to yourself again... it..... is.... not.... game breaking! Now, go and enjoy it.... be the space emperor who doesnt give a rats ass about specifically how much production is happening on that blue planet over in that sector whateveritscalled. If I was a galactic emperor, I'd be doing fun things, like building death fleets to invade the neighbours who didn't return the lawn mower, not worrying about that bit of corruption or waste dribbling from that planet.... you're not a space financial analyst, you're an emperor - go and emperorize things and stop looking to closely at all the details!
Reply #13 Top
Frogboy: You made my day! Thanks!!!!

I'm sorry I missed that part about the devs wanting to change it. I did some research about it and all I saw was that it was *not* gonna change. Probably older posts.

Featauril: I'm sorry if I hit a sore spot. This design (mis)feature was certainly not old to me since I just found out! Looking at previous posts only made things worse as I didn't see anything that led me to believe it would change. All I read on the subject didn't go into details , so I thought I could bring something new with a concrete example or at least explain it the way I saw it. I understand there are limitations, but this one is really one I couldn't live with. In fact, I really can't understand why it was not considered more important... Try as I may, I really can't! We must be really playing these games with different mindsets. I'm not exagerating when I say it killed my fun... (And BTW, I also really like the money vs production capacity differenciation GalCiv2 makes versus other games of the genre.)

MonkeyPants: I understand your point, but what you mention is a simplification to cut down on micro-management, one easily lived with and with a very different impact than what I myself mentionned above. At least, if you say 50 bc goes to military, 25 bc to research and 25 to social, you get what you asked for, no matter where it is produced. I.e. nothing is wasted. True, that planet being upgraded is also spending resources doing some research and you would prefer it to be spending all its time on upgrading (note it only applies to research, as no military projects means no military spending). This can be tweaked to some extend by setting the focus to social production. You will have some waste, but very little given that planet probably doesn't have a lot of research centers to begin with (otherwise, you'd want it to produce research also.) But you can easily not tweak it and your empire is not really worse off (as nothing is wasted). What you are talking about doesn't make your empire as a whole vastly inefficient (as in: 25% of your cash is wasted), just that individual planets could be made to produce certain things faster (if/when you also have research set). Different beasts to say the least...

Reply #14 Top
Every day there is a post (or 10) with... this game must have...

Yes, I agree, the game definitely needs more jelly tarts.
Reply #15 Top
Damn that lack of self-propelled jelly tarts! It's the only reason I bought Galciv and I'm going to whinge, whine, moan AND complain until they take up their rightful place in the tech tree straight after Custard planetary defense system!

MOO2 had a whole assortment of puddings, sweets and other biscuit based life forms.... Galciv just doesnt compare!!