Economy Still Confusing

Ok so I'm running 1.1 beta 4 and I thought the economy was ironed out and made more clear, but I'm still just as confused as before.

I'll give a concrete example. I start a new beginner game as the humans. I increase my 'spending' in the domestic policy to 100%. I'm now outputting 8 research. I build a research facility, which is listed as providing 5 units of research and my research output only goes up by 1. I'm funding it at 100% so shouldn't it go up by 5?

I understand how the spending slider, and the spending distribution sliders, work. What I don't understand is why. Nothing I build actually produces what it says it will. Decisions are based on information, and when you obfuscate information like this it paralyzes my ability to make decisions.

My understanding of the spending distribution slider is that it helps prioritize your spending in the event that you can't fully fund your research/industrial production. That would be a very helpful tool. What it actually does is restrict your production even if you are at 100% funding, for apparently no reason.

Why do this? And for that matter, why is there any distinction at all between military and social production? Why can't we just have plain production, period, that builds everything? Is that too simple or something?
7,444 views 13 replies
Reply #1 Top
What is the research slider set to? If you just began a game, I believe that it is set to 33% default. Setting research to 100% and setting industrial capacity to 100% should give you the 13 research you are looking for.
Reply #2 Top
What is the research slider set to? If you just began a game, I believe that it is set to 33% default. Setting research to 100% and setting industrial capacity to 100% should give you the 13 research you are looking for.


I believe he/she means setting research slider to 100%, not industrial capacity.
Reply #3 Top
You do know it isn't just the placement of the slider bar on the slider that matters right? If you look at the right you notice that you can't set multiple things to 100%, if one thing is 100% everything else will be 0%.
Reply #4 Top
To make it even more confusing. Lets say I put my spending to 100%. Move my research slider to 100%. Then go to each planet and prioritize to research spending. What happens?
Reply #5 Top
It should max out research on each planet and then if there is any production or social it will steal from them and add even more to research when focused. What i cant figure out is hwo the heck the AI keeps everyone happy!
Reply #6 Top


It should max out research on each planet and then if there is any production or social it will steal from them and add even more to research when focused. What i cant figure out is hwo the heck the AI keeps everyone happy!


I would think it should give you more than 100%. That why I was asking. How many 100% do you have to set before you get 100%?
Reply #7 Top
Now you have me confused too...
Reply #8 Top
I would think it should give you more than 100%. That why I was asking. How many 100% do you have to set before you get 100%?


Well, considering 100% is all your workforce going off to research, it's blatantly obvious it won't.
Reply #9 Top
Well, considering 100% is all your workforce going off to research, it's blatantly obvious it won't.


In real life, but this is not real life. They can program it to do whatever they want.

100% spending plus 100% research slider should equal 100% spending on research. My question does going back to each planet then pushing priority to research do anything to that 100%.
Reply #10 Top
100% spending plus 100% research slider should equal 100% spending on research. My question does going back to each planet then pushing priority to research do anything to that 100%.


No, it stays at 100%. Because you don't have any military or social production point to convert to technology point.
Reply #11 Top
Meh...tested it out and removed my post. What I was really talking about was when MIlitary was 0%...if you still have some research or social production and hit military focus, even though unviersally it's at zero percent, it will still produce ships. Very useful in the early game, methinks.
Reply #12 Top
What is the research slider set to? If you just began a game, I believe that it is set to 33% default. Setting research to 100% and setting industrial capacity to 100% should give you the 13 research you are looking for.


Oh sure, at the cost of all my other production!

If I build a factory and a research facility why can't I get the listed benefit from both? Why are research and production lumped together and gimped by 66% by these spending distribution sliders?!? This is just stupid!
Reply #13 Top
I know where you're coming from, DethPete - it took me a while to get my head around it.

The key for me was to understand that the output listed for an improvement is its 'maximum capacity'. Your research facility doesn't provide 5 units of research - it provides the 'capacity' for 5 units.

If you set your spending to 100%, so your entire workforce is actively employed, and you set your research slider to 100%, so all of those workers are focussing on research, that facility will give 5 units of research.

In reality, the units provided will normally be lower, depending on your spending % and how you divide it between military, social and research.

As for why have military and social production, it allows for a far wider range of economic approaches. If you just had 'production', a planet could only be building ships or improvements, not both at the same time, which is far less flexible and gives you far fewer options and approaches.