- You pay for half of bonus production and research. If you have 24 manufacturing points coming out of factories and sliders set to 50% military, you get 12 military production points and it costs you 12bc. If you have a 50% bonus to military production (through anti-matter plants, manufacturing capital, racial bonuses, starbases) you will get 6 more military production (50%(12)=6)for 18 total but it will only cost you 3 more bc (50%(6) = 3) for 15bc total.
This is something that would be REALLY REALLY GREAT to have mentioned in the description of the factory technologies and the factories when you're about to build them. It's another example of something that would be easy to fix just by adding a few sentences to the right XML files.
Do econ starbase bonuses cost 50%? That would make econ starbases even more ridiculous than I thought... 5% bonus to economy, 5% bonus to production at 2.5% cost.
If you then had a 50% bonus to military production you would produce 72 military production points and it would cost you 60 bc.
In general, GalCiv as it is presented to the player is more about doing what "feels" right than crunching exact numbers and "min/maxing".
Oh come on, that explanation is rubbish. The game just has bad documentation, period. A strategy game of this complexity doesn't provide a streamlined experience where a player can actually go by "feel", or at least it doesn't without way, way more of the game mechanics being inherently obvious just by looking at the in-game explanations and by what is going on. Especially given the length of individual games - in an RTS you can eventually learn to go by feel but that really comes from just playing it over and over, I can play Company of Heroes ten times in the time it takes to play one Dark Avatar medium game.
I tried my first game winging it and hit HUGE gotchas that required frantically scanning through menus, flipping through the inadequate menu, and consulting the forums. I don't have any "feel" for why the heck planets should suddenly have massive disapproval when they hit a population of 18 billion. Or why the taxation and approval system should require frantic scrambling back and forth in the early game. Apparently the best solution is actually *not to construct buildings* until you've established some colonies and done some research... the exact opposite of what felt right to me. Or why EVERY single AI civilization got hostile relations with me if I had a weak military and none of them ever tried to initiate diplomatic treaties (way way different from MOO2, where they would always be trying to involve me in their machinations to get someone else). Or why some originally PQ4 worlds completely refuse to grow population even after maximum terraforming and shipping more people in. Or any number of other things.
This is not a game which has been set up so it can be played by feel. It simply hasn't. It is not intuitive. ALL important information is presented to the player in the form of NUMBERS. Basic calculation is required to succeed at the game.
It's not "min/maxing" to want to know whether something affects one planet or my entire empire.
It's not "min/maxing" to want to know if that sweet 8x bonus tile on my homeworld will stop being sweet if productivity bonuses fail to apply to it. Especially in a medium galaxy, and especially if the productivity bonuses will come from wonders I *can't get rid of* if doing what "felt right" turned out to be wrong.
It's not "min/maxing" to want to know if percentage bonuses ever multiply against each other, or only against the original (by junior high most people can tell you this is a MASSIVE difference).
It's not "min/maxing" to want to know if extra productivity from percentage bonuses costs the same as the original, or gets a big discount. If you decide to build a 100% booster this is a huge deal to your finances.
What I want from a game of this kind is a sense of IMMERSION. And if I was actually ruler of a galactic civilization, I would not be crunching every last number in the galaxy, but you can bet that I would know whether something would affect one planet or my entire empire.