v1.11 bug? Economy slider, moving military to 0 creates false income

Twice now, I'm taken my empire from the following situation:

33% military
33% production
33% research
net income: a few bc

to...

0% military
50% production
50% research
net income: hundreds of BCs
so I turn my industrial capacity slider all the way up to 100%...
net income: less, but still hundreds of BCs

but...

The next turn, all of the sudden, I'm losing money hand over fist. So I go back to the economy screen and it reads...

0% military
50% research
50% production
net income: negative hundreds of BCs

...so I have to move my industrial capacity back down, say, to 75% so that I have a net income of 0BC.

The point is here that, at the point where I changed my military to 0%, it seems to lie about my net income. (Which, in my case, causes me to make further changes which makes this even worse.)
6,754 views 10 replies
Reply #1 Top
When you turn military spending to 0%, you're not spending your unused social income on military building. It's not false income. Why your income went negative after that, I don't know. It's possible that you started building a project on a planet(s) that previously had no social building going on, causing your social production expense to increase, or, if you had the booming economy event, it could have ended. Trade income also flucuates wildly sometimes, which can throw you back and forth between a negative and positive income.
Reply #2 Top
Also by spending more money on production, you are building improvements that cost money to maintain. This can have a big effect on your economy, especially early in the game before you build up a large population.
Reply #3 Top
Not to mention that building ships cost money to maintain. Which can be substantial depending on what is on the ships. (This is why I kept my military to a minimum in GC1, and just went for an influence victory. I no longer follow that strategy however.)
Reply #4 Top
Try leaving the military slider at 1%. If there's no military spending, social spending doesn't transfer over to military, and it gets wasted. Maybe if it transfers over to military it goes back in your treasury and keeps you solvent. Don't know why it doesn't show up right away, though.
Reply #5 Top
Not true. I often run my military at 0% (when I have a fleet that is plenty big enough anyway) and I still churn out ships from planets that have completed their social projects.
Reply #6 Top
Kind of hard to find the exact situation when this happens. It doesn't always happen. I just managed to do the reverse...

I went from a 33% 33% 34% mix to a 100% 0% 0% mix. It told me I was going to be massively negative BC (what, like 500bc a turn or 5000, I forget now). Ths is late in my empire. I only have one planet doing a social project right now, and that is an industrial sector. I've got enough money, so I can easily swallow whatever the financial drain.

So I hit turn.

My credit display turns green in the lower left hand corner. I go back into the economy screen, and find that I've now got a 335BC surplus per turn. Still at the 100% 0% 0% mix. Industrial capacity still at 100%.

There seems to be a bug, not always present, where it'll misrepresent the BC you will earn, right after making a major adjustement (involving 0%). I would say this bug is 'just for that turn', but you're basing your future settings of those sliders on false information sometimes.

EDIT: Just wanted to emphasise that this is not reproducable on command. It does seem to happen several times a game when you're adjusting your sliders now and then to/from 0% levels. Even late in the game when finances/tech and military/social/economic production is quite stable, and not a reasonable source for explanation.
Reply #7 Top
Not true. I often run my military at 0% (when I have a fleet that is plenty big enough anyway) and I still churn out ships from planets that have completed their social projects.

That only works on planets where you have focused on military production.
Reply #8 Top
For the record, in the problem I was presenting, I had no focused colonies.
Reply #9 Top
I think the biggest problem is that while unused social spending is transfered to military the opposite is never true.

So if you have no Starport, none of the factories is used at full potential.
But if you set military to 0% then somehow those factories do use full potential.
Reply #10 Top
I see it happen as well. To be honest I can never figure out when it will happen as most times the amount is correct then all of a sudden I lose or gain more then I thought. I think it has something to do with social spending being used for military but not sure.