One thing that I realized (between reading the manual yet again and testing some sliders on a particular planet I owned) is that the spending on a planet is also a factor on what is produced:
from the manual (pg. 27):
1bc will produce 1 mp (manufacturing point)
1bc will produce 1 tp (technology point)
You can correleate this with the details screen of your colony. Take the overall spending, subtract out the maintenance costs, then distribute the remainder according to the mil/soc/res slider settings. There is some rounding going on here, but you should be at least within a point of the number listed there.
Now the real confusion starts when you go back to the colony management screen and compare the mil/soc/res numbers at the top of the screen. You got it - they don't match up with the tp/mp's listed in the detail screen!
And I think this part may be a bug, and I'll demonstrate why:
Example:
I have the planet "Locke", 5 billion people, with the following structures:
- 1 Base Colony (16 mp / 10 tp - 16 bc maint)
- 1 Factory (9mp)
- 3 Xeno Labs (9 tp - 1 bc maint)
- 1 Starport (1 bc maint)
- 3 Adv. Market Centers
With 100% manufacturing, and the distribution set to 0/0/100 (mil/soc/res), I get the following (reading in the details screen):
spending = 83 bc
maintenance = 16 bc
military production = 0 mp
social production = 0 mp
research production = 67 tp
I'm getting 67 tp's because one of the Xeno Labs sits on a 300% bonus, giving 36 tp's for one of my research squares. The econ starbase bonus, I thought at first, wasn't factoring into this, but upon later review, I realized that the bonus is applied to the base tp's being generated, so then this is how I figured the 67; see below.
3 Xeno Labs = 9 + 9 + 9 = 27
1 x 300% bonus (with Xeno Lab built on it) = 9 x 300% = 27
1 Base Colony = 10
Subtotal = 27 + 27 + 10 = 64
Add econ starbase modifier = 8% of 37 = 2.96
Total = 64 + 2.96 = 66.96, rounded up to 67
Strangely enough, 82 test tubes are displayed on the planet management screen. I think this is due to 15 of the 16 bc's in maintenance are research-related (the last maint bc went to the starport) and are incorrectly listed here as research points. This I think may be a bug, especially if others here have seen this anomaly, or can reproduce it on their systems. It's possible this is already addressed in the 1.1 beta.
Now, I went back to my distribution screen and set my spending to 25/25/50 (mil/soc/res), leaving my manufacturing capacity alone to stay at 100%, then went back to Locke to see how things were being spent/produced:
spending = 66 bc
maintenance = 16 bc
military production = 8 mp
social production = 9 mp
research production = 33 tp
50% of total research production (which I calculate unrounded to being 66.96) is 33.48, which the game rounds down to 33.
Now for social/military production, I wish this calculation was as easy to do, since I'm not getting the same numbers using the same method for research production/spending - my figures are coming up consistenly lower than what I'm reading in the details screen - but as I'm still running version 1.0x.1 of GalCiv2, I think this may be related to a bug I've heard that was already addressed in the 1.1 beta (I think another thread may be about this bug but as of yet I haven't fully read though all the bug threads).
Spending allocations to planets seem to be automatically determined by the spending distribution settings along with the potential production maximums on each planet, taking starbase modifiers into consideration.
Anyways, that's what I've seen thus far. If any of you can report on the same or on something different, please mention it here. Later!
--- Danek Jovax