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The Flawed GalCiv2 Economy

The Flawed GalCiv2 Economy

I feel a burning need to prefix this by saying I am a huge fan. I love the company, love the game. The game doesn't have to change one lick and I'll continue to play and support this company. This game is amazing and the philosophy of the developers and interaction level they continue to provide is incredible (being a developer I have a special respect for the level of support they provide). NEVER give that up. That said there's some obvious glaring issues with the "behind the scenes" workings of the game. I'd like to think the devs are aware of it, but this post is more for the community than for them, although I sincerely hope SOME dev reads this through ... even if their reaction is nothing more than "Yeap, we've got that one on the list". The reaction I would hope we wouldn't ever hear though is "shut up stupid player, I'm the developer and I know better." Well the truth is it is their game, they can do whatever they want with it and I love it and love the company so I will continue to play, but these issues ARE real.

First of all I'd like to thank Iztok and Wyndstar for the wealth of research they've already put into this game. I'm sure there are others before them or who helped them, but those are the two names that come to mind when I think about research put into this game. I admit I am a relative newcomer (I've only been playing for three months now), so I apologize to any earlier contributors.

So the point is quite simple, I think the Developers have dug themselves into something of a hole with the current economic system. It's simply an issue of "too many moving parts" which has allowed the current extremes to occur. It's also the result of what I have to consider intentional obfuscation of the inner workings. There's a lot of non-intuitive effects in the game which for the most part work fine if you don't think about them (for instance the fact that upgrading to a new building type can bankrupt you and that you should upgrade bank/economy buildings if you want more research/production), and sometimes I get the impression they don't want us to actually look under the covers. Anyhow here's my take on it.


#1. The production fallacy - Your buildings don't do what you think they do.

So you have a planet with 5 industrial sectors on it, each produces 16 production (according to the description), so your planet should have 80 production units?? Wrong. First of all the maximum it can possibly produce is based on the combination of your master production capacity slider, and the individual ones pertaining to the social/military sliders. So lets just say the master slider is set to 50%, now your 80 is capped at 40. Now you need to look at the individual sliders to find out how much you can produce of that 40. If your social production is set to 50% of the 100% pie, and you are trying to build an improvement on that planet, your 40 is now cut down to 20. This is extremely confusing, specially considering even with a master slider at 100%, you will virtually never get 100% of your production out of a building type. So you suddenly come to the stunning realization that by trying to be "balanced" (which would imply halved), you really end up quartered.

Here's the example. Lets say you put your production at 50% research, 49% social, 1% military, with the master slider at 100% (lets just forget about the master slider from now on, it's really really stupid and needs to go away). That's about as balanced as you can be. But, those sliders don't actually produce anything, they just limit things ... that's the fallacy. Now you have to go to your planets and of your production tiles you have to split them up evenly between industry and research. So lets just say you have 100 free tiles, 50 industrial sectors, 50 discovery spheres. Maximum production of 800, maximum research of 900. Balanced. But now the sliders come in and cut that 800 down to 400 for military or 392 for social, and the research drops to 450. 400 military and 450 research isn't 50/50 ... its actually 25/25. If you took all 100 tiles and put discovery spheres on them you would now have 1800 maximum research, and if you put your slider to 100% research ... you'd get your 1800 flasks. Same goes with the production, if you built all Industrial Sectors you'd have a peak production of 1600 hammers/shields for either social/military if you put 100% to the slider (though you'd probably prefer 1/99, which would give you a max military of 1600, and a max social of 1584. But nope, by going balanced instead of 50/50 ... you get 25/25 (or lower if you don't have the master slider at 100). This is VERY misleading and illustrates the innate problems in the sliders, specially the "pie" nature of the research/social/military sliders.

The all research/industry debacle is the result

So with the above being the way it is, suddenly you are left wondering what can you do about it? I mean the truth of the matter is that with any even remotely balanced approach you are likely NEVER going to see more than 50% of your maximum production in any area and more than likely never more than 30%. Well thanks to the unintended use of the "focus" mechanic, you can avoid this and actually get large percentages (more than the 25-30% most "normal" players ever see) of your hard earned production or research. The basic idea is pretty simple. Take the slider and put it 100% into research (or 99 social/1 industry), now build ONLY those buildings. Finally on every colony put the "focus" into the opposite (so if you are building research, focus social/military).

Lets see how it works. Lets take the 100 tiles from above and put 100 discovery spheres on them. 1800 max research and since our research slider is set to 100% research, whatddya know ... we get all 1800. Now with a focus on production we "convert" 25% of that 1800 into production which leaves us with 450 production and 1350 research. Holy moly!! The "balanced" approach produces only 450 research and 400 production, this produces 1350 research and 450 production from the same 100 tiles. Whoa ...


The culprit: The sliders

A lot of people responded to the initial idea with thoughts like "that's an exploit and needs to be nerfed" ... but if you ask me the strategy isn't an exploit, it's a symptom. It's a symptom of the fundamental flaws of the economy. The fact that by being forced to "balance" how much research and/or industry we make TWICE. First is with our building selections on the tiles, second is with those stupid sliders. To be honest you should only have to choose once. Either let us make decisions on a planet by planet basis by building our planets how we desire, or just let us build "general production buildings" and let the sliders decide what they make. The latter is REALLY boring, so I suggest the former. IF you want to put sliders in for each still, let them all go from 1-100 and forget the whole PIE aspect (again advanced players would likely just set them all to 100 and forget them as they currently do with the master slider).

I sincerely hope something is done about this some day. Maybe only in GalCiv3, but someday. Ultimately the problem lies in how things are so misleading. There's already enough confusion around the basic production unit (which isn't a hammer, or a flask, but a billion credits) ... as a beginning player it was entirely unintuitive to me that my factory didn't actually make production of any kind, but rather it facilitated me turning credits into production units. Well this trumps that in a huge way, pretty much handicapping players who are not aware of the reality of the sliders and how evil they are.


#2. Farms, morale buildings, influence, espionage, trade ... all suck at the highest levels of play.

While #1 is in fact my REAL beef and I nearly wrote the post entirely about that, I feel that these collectively form what I call the "forgotten features" which intuitively should be FAR more meaningful than they ultimately end up being. I mean this game still has a tile improvement named "food distribution center" (or whatever) ... which is nigh-worthless. Clearly game balancing had been in overdrive and we are left with some artifacts of outmoded ideas and again, unforeseen consequences.

Farms: Even with a heavy focus on morale it becomes extremely inefficient to have planets much over 13-16 billion. That pretty much makes the 300% farming tiles completely worthless (and dangerous in higher end governments), and the food distribution centers are really a bad joke. When I first started playing the game I was under the (false) impression that agriculture would be a big part of the game ... and these artifacts seem to tell the story that at one point so did the developers. Now its not. Now a farm is just a required building, kind of like a Starport, something you put one down and forget about. It's a non-factor, so either shoe-horn agriculture into the game or remove it entirely. The basic farm techs are fine as is, but remove the tiles (at least the 300% one) and the food center. Still my opinion is if it doesn't serve a strategic purpose, it's not useful. Right now farms are only useful because smart players can place an agent on an enemy farm right before invasions. That's broken, not strategic.

Influence: Whiskey Tango Foxtrot? I like the idea, but much like with farms and espionage, a player can completely ignore the entire concept and still play a successful game. That's broken to me. When I see influence tiles I just shake my head and put down a farm or another factory. I would LIKE to have to care about influence, but there's little point. It doesn't help me make more money (tourism income is a tragic joke), it doesn't help me trade (I've never gotten anything good from trading influence points), it doesn't help me in diplomacy. All it does is allow me to peacefully take planets (would be a good idea if it wasn't so painfully slow and/or expensive), and to win an influence victory. It needs to have a larger role in diplomacy, or have something meaningful. An influence starbase should serve SOME role beyond just trying to flip a planet.

Espionage: I have to admit it's kinda cool, but there needs to be better defensive options. With the scaling of cost things get silly as time goes on and if two or more opponents gang up on you, you can NEVER use espionage offensively. I think you should be able to build a spy network for home ... like CIA buildings. I know the counter espionage buildings effectively do this, but it should be on a larger scale and not have a massive tile requirement. 2-4 buildings across an empire to build up a half-decent defense would be nice (though by no means 100% effective), specially if it helped you with your offensive endeavors. Also more options like allowing spies to go unnoticed but not screw up enemy tiles, or focusing on stealing tech rather than just getting info. There's TONS you can do with this and when I discovered how limited the options were I was kind of sad ... I hate to bring up MOO, but one of my FAVORITE strategies was the super-spy approach ... which just isn't viable here. I'm not saying it has to be, but more options would be nice. And the whole spy on a farm thing is pretty broken as is, not so much because turning off a farm shouldn't hurt, but because no one has more than one farm so with a single spy you're effectively halving their effective ground defense. It wouldn't be an issue if planets routinely had 3-4 farms.

Trade: This just really needs to be looked at. Perhaps have the number of trade routes less limited by tech but more by population size. Like you get an extra trade route every 20 billion folks or something. Trade is brokenly strong early on, and fades into nothingness towards the end. A super trader race would be very fun if it were more viable on a longer-term scale. Perhaps if influence played a strong part of Trade revenue or routes you could kill two birds with one stone.

Basically my issues with all of the above is they're just not super viable, or even necessary. I am all for playing the game any way you like, and in fact I recognize this as the strength of the 4x style ... replayability heavily depends on the various styles of play and I'd hate to see it all diluted into a single generic style by requiring too many things, but honestly all aspects of the game should be necessary to a limited extent, and can be so without having to completely dilute the game. If you want agriculture as a part of the game, MAKE IT SO. Maybe even an agricultural strategy that's viable in some fashion. Trade should be viable. Tourism should be viable. Influence should matter a whole lot more than for flipping planets or whatever. These are some awesome concepts that just need a bit more weight in the game rather than just being a novel concept you play around with on super low difficulty levels.


Again I'm not trying to rebuild the game and I offer very few solutions for that reason. My fixes are meaningless as I am not employed by Stardock. Ultimately the problems are there and only become magnified as you play the game on higher difficulty levels. So many awesome aspects of the game boil away as too inefficient and ultimately unnecessary while the few remaining operate on some fundamentally misleading (I won't say broken) concepts. I'm not saying an influence victory should be viable at the hardest difficulty level, but influence should still MATTER. Farms and trade and espionage and whatnot all should too. I think the developers need to decide which of these concepts are strategic, and which are just not working. Clearly some they have already abandoned (farms), while others they seem to keep playing with (espionage) ... while others just seem in limbo (trade/influence). And then back to the first issue ... sliders. Just ... do SOMETHING. I LOVE the idea of the all research or all industry strategies and recognize that they require an abhorrently strong economy to power and are not "insta-win" by any means, but they should not be the ONLY way to get anything even vaguely resembling efficient use of your tiles ... but right now they're ALL YOU GET. Right now any balanced approach is just a waste of tile space. I realize the game is heavily balanced around this inherent "waste", but that's not a terribly good excuse. Balance the game on efficiency, not waste please. It is a great game as is, but it really could be a whole lot more. You could have high influence agrarian super powers who dominate trade contending with military super powers who can't subsist without the trade from the farm nations ... or whatever. The fundamentals are there.
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Reply #51 Top
Actually to any that have been following the discussion between random50 and myself, we do apologize for hijacking the thread. Random50 sent me a long PM and I sent him an even longer reply.

I think all in all our differences were really not that great. The main point I was trying to make (perhaps lost in all the specific talk about the benefits of high income) was not that any one particular strategy was in some sense "better" than another but that at one point or another all strategies can be useful and that people shouldn't take the strategy du jour as the holy grail to the neglect of all others.

It was even kind of a misunderstanding that led to each of us arguing the benefits of one particular strategy versus the other. In any case we both agree with the OP's point that trying to focus on multiple things at once definitely leads to some non intutive ineffiencies and should be avoided.

Which focus that is best for one to follow may vary from game to game and from person to person. What strategy that I can implement the best may very well not be the best one suited for you and vice versa. There is no one "best" strategy there's only the one that's best for you in that specific situation. The true goal is of course to master them all but that's a goal that you can strive for but never reach. I know this sounds very zen and all that but I do believe that it is true.
Reply #52 Top
There is no one "best" strategy there's only the one that's best for you in that specific situation. The true goal is of course to master them all but that's a goal that you can strive for but never reach. I know this sounds very zen and all that but I do believe that it is true.


It would be much easier to argue strategy if everyone was playing identical maps! But hec even the campaign will at the very least give different tile bonuses, and just 1 tile bonus in the right place can change the benefits of one strategy to another.

I say it is the geography of a map, especially race locations that determines which strategy will have the greatest score potential.
Reply #53 Top
I agree with the OP that its overly complicated. Civilization is a much more understandable model, basically GalCiv2 is th reverse of the Civ model. I think Stardock should basically just borrow heavily from that model and instead of the planting buildings in tiles we should see tile improvement ala civ with production and food making alot more sense and the slider only there to adjust the tax rate. Population growth should be based on planet quality and available food plus other modifiers, Poluation Cap should definetly be based off those as well, the whole 1 MT food for 1 B pop thing makes no sense at all.
Reply #54 Top
So, are there easy solutions to the production problem?

I think the idea is to reward a well thought out plan, but also to reward the player who recognizes that his plan isn't working and forms a new one. The game doesn't do that (regarding industry/research) at the moment. It's best to be pretty thoughtless about it.

First, I think using the focus button should be made inefficient. Sure, if you really want 100% research that should be efficient, but when you hit the focus button, you should lose half your research, with 25% converted to industry, and 25% just gone. Even if this were implemented, this would still be the most efficient strategy, so more is required.

To further improve on variable building strategies, assume that buildings can be fully funded or partially funded. This will require an example to explain:

Assume a planet has 5 factories 3 labs and 2 other buildings. Assume that funding is split 60% industry and 40% research (combine the two industry types for all these discussions). Since there is funding for 10 buildings, split 60/40 that's funding for 6 factories and 4 labs. All factories and labs are fully funded. Always assume the other buildings on the planet get fully funded from either factory or lab money.

Assume the same planet, but with funding set 80(i)/20(r). Now all 5 factories are funded, but only 2 of the 3 labs are. The other buildings always get fully funded, assume their funding can be factory or lab. That leaves an unfunded lab, and factory funding. Assume that last lab works as a 25% factory.

Not only does this reward variable building strategies, it also encourages building the other types of structures, since they provide wiggle room.

It also keeps intact the option for going all out for a short period in one field or another. If you have 4 factories and 4 labs on each planet, you are most efficient running at 50/50, but you can switch to 100/0 or 0/100 for a short term gain in one field or the other.

In addition, it makes migration from one type of production to another more reasonable.
Reply #55 Top
After getting used to some earlier changes to the game, I'm generally happy with the way everything works. I wouldn't be compelled to write a long winded "I love the game, but..." post. I'm strongly against making changes that have a pronounced effect on how the game is played. Right now, my only complaint is that engine specs were radically changed in Dark Avatar. With the exorbitant cost, it really screws up the way I play. I'm running a modded GC2Types.xml that puts them back to Dread Lords specs, but that means I can't play Metaverse with DA. I'm also experiencing a nasty "planet/ship list" bug in DA, but I don't know if anyone else has encountered or reported it. I'll have to look into that when I get a chance.

Reply #56 Top
my only complaint is that engine specs were radically changed in Dark Avatar. With the exorbitant cost, it really screws up the way I play.

This is certainly part of the reason I still play DL. The stated justification is that the AI wasn't designed to deal with speeds in excess of 16 or so if I remember the argument correctly.

The assumption is that someone with high speed but inferior ships could take out an otherwise far superior opponent by simply taking over all of their planets at the same time. There are many counter arguments that can be made not the least of which is that the fleets in orbit about a planet with orbital fleet manager will always have to be engaged, but at this point it's water under the bridge. It's certainly my opinion that these speed changes do not really impede the experienced player from taking over an AI in a simultaneous attack, they simply make it a bit more difficult while making the mircomanagement of moving ships and fleets around in general a much bigger pain. Even then if the pain was shared equally by players of all game sizes it wouldn't bother me as much, but the truth is that this is hardly noticable on medium and smaller galaxies and ridiculously slow on gigantic galaxies. It seems to me that this change only hurts a selected subset of players.

Anyway, with the planet colonization techs the number of planets available in DA is far larger than an equivilient sized DL game. One suggestion is to move down to huge and you have something closer to the gigantic of DL. This does mitigate the speed issue to some extant. I do know a number of people have done this. The other is that if you want to play DA then the engine cost/size increase is a fact of life that you'll have to get used to. In the end as I said I think you can adapt your strategy to fit these changes. The cost is more an increase in micromanagement and in how long it takes to play a game than in the ability to execute a particular strategy. If you want asteroid mining you have to take the engine changes. C'est la Vie.
Reply #57 Top
So, are there easy solutions to the production problem?


There's one extremely easy solution I think. Decouple the research and production sliders (but keep the social and military coupled). Then you can choose to use exactly whatever percentage of your max research capacity as you like, and exactly whatever percentage of max production capacity you like. I can't imagine this would be at all difficult to implement.

You could argue it will affect the balance. Well, it will, but so what? A new equilibrium will be reached, probably requiring a few more econ buildings to pay for the enhanced research/production for those people who currently go with balanced builds the whole way through the game. Anybody that uses an all labs/all factories approach already does this anyway.

You could argue it will harm the AI which is programmed for the current system, but I can't see this at all. It *removes* an advantage which only human players exploit so if anything it should help the AI.

Isn't the *major* difficulty preventing things getting fixed convincing the devs it needs fixing in the first place?
Reply #58 Top
The enabling feature that allows you to do this is income...All it takes is an "extra" 100K in income per turn and you can convert anything to anything else very quickly, at least in game time.


Question - if you're capable of that, surely the game is essentially over? (and what's the point) Couldn't you dominate the galaxy at any time if you're empire and economy is that strong? Couldn't you be wreaking havoc with spies and/or building warships and transports to take over planets at will?

Not to mention that the idea of manually converting hundreds of planets 1 tile at a time over 10+ turns sounds like one of the most unfun things imagineable. I do a good bit of micro management, but this sounds insane!

Anyways.

Overall I think the planetary focus as it's currently implemented mixed with the 3 empire sliders are broken or not working as intended. The "All of X" type of buildouts, when used (I don't use them, wouldn't be fun for me) pretty much make variance in buildings and related techs irrelevant and useless, and seems to go against the spirit and intention of the game.
Reply #59 Top
All income can produce research via creative, research treaties, and from the base building on each planet.
Reply #60 Top
Another "easy" solution that would also get rid of alot of the micromanagement and could easily be implemented in the current game is to get rid of the total industry capacity slider and eliminate all waste. This should allow for better AI as it appears that the AI's main problem is in keeping its total slider set low to improve or maintain its treasury and it falls dramatically behind the human player. I agree with the above poster as well that the research slider should be a 100% slider and military and social should together = 100%. Then since you are saving more money through the elimination of waste the focus should be toned down from 25% to 10% or so and maint cost should be increased for buildings. They also need to fix the morale buildings to be more effective than more trade centers + lower tax and have influence add more to trade income to incentivize building more embassies.
Reply #61 Top
my only complaint is that engine specs were radically changed in Dark Avatar. With the exorbitant cost, it really screws up the way I play.

This is certainly part of the reason I still play DL. The stated justification is that the AI wasn't designed to deal with speeds in excess of 16 or so if I remember the argument correctly.

I agree with what you say further in your post and my retort to the above statement would be, "fix the AI!!!" Instead, they screw the human player which seems to be a tradition at Stardock. If something doesn't work, then nerf the crap out of things on the human player end. Yea, great way to improve the game. But, I've done quite a bit of ranting about this in the past and I feel like I'm alone in my opinion here. So rather than waste keystrokes, I'll pipe down and try to make this reply short.

I'm playing Dark Avatar, but won't be playing it on Metaverse because of the screwy changes they've made to the .xml files. They actually have it nailed down pretty good in Dread Lords 1.5. They made some really ugly changes prior to that, but then reverted them back to a somewhat reasonable level. Besides engines, there are some other not so noteworthy changes in Dark Avatar. Research is slower and more expensive for one. The neutral terraforming bonus was nerfed. But, I'll just play DA with my Dread Lords style .xml files, allbeit without Metaverse and with some changes I can't revert. A lot of the new stuff in DA is really good. If they had just left the .xml files alone and added the DA features, I would have been excited by the expansion. As it stands, it gave me renewed interest in the game, but I'm not particularly excited by it.

Reply #62 Top
I just got this game, so I may be way off here, but the solution to the main problem to me seems rather obvious. The fundamental problem is the ease of converting research to production (in the case of building all research buildings), so perhaps there needs to be a very steep penalty for conversion (Is there even a penalty at all?), or it should be eliminated entirely.

Another solution would be to get rid of the main spending slider and just have one that sets research spending between 0 and 100 percent, and two that set the two kinds of production between 0 and 100 percent, but the sum of those two obviously cannot be higher than 100 percent. I think someone may have mentioned this already, but it is not entirely clear to me if that's what was meant.

To reiterate the point of the original poster, since it seems that some here may not fully understand the situation, the problem is that if you have both research buildings and factories, for some reason having one type of building operate at full capacity means the other cannot, which doesn't really make a lot of sense when you think about it. On the other hand, if you have all of one kind, you can get the full output, and then when need be simply convert some of it (research to production or vice versa), which, since you are getting 100% from your buildings instead of 50%, is far more efficient in many cases.

It really does not make sense to be able to simply convert research to production, for one thing. The other thing is that it doesn't make sense that having factories operate at full capacity means that labs do nothing. Your research is already limited by the fact that you have factories where other labs could go! Why does it need to be further limited by how fully you actually use said factories? Oh yeah - because of the ease of conversion, which brings us right back to the other issue. The source of the problem is in those two things. Fix one (preferably both though really), adjust research and building costs accordingly to achieve the intended effective cost, adjust income and trade levels to balance with THAT, and the problem is solved.
Reply #63 Top
I just got this game, so I may be way off here, but the solution to the main problem to me seems rather obvious. The fundamental problem is the ease of converting research to production (in the case of building all research buildings), so perhaps there needs to be a very steep penalty for conversion (Is there even a penalty at all?), or it should be eliminated entirely.


Why is this a problem? Just use it.

drrider
Reply #64 Top
Any one who thinks this is easy has not tried to balance an all research strategy at the maso or above level. You are overlooking some of the drawbacks, like very slow infrastructure development times, and slow economic development. It is very powerful in its final form, but very tricky and painstaking to get there.

drrider
Reply #65 Top
At any rate, I do not understand why having even a single factory (which would of course mean the rest of them as well) operate at full capacity means that your labs do absolutely nothing, or vice versa. That is one of the craziest conventions in a strategy game I have seen in a while, or maybe ever.

The game actually directly punishes you for having balanced development - assuming you actually have enough gold to run things at full capacity in the first place - which to me just seems really, to put it bluntly, stupid.

Personally, when I play a game, I hate it when the "correct" (read "most effective") way to play it is to use goofy exploits, whether said goofy exploits are only applicable to the late stages of the game or what have you. That could bring me to the tax system. Don't even get me started on the inexplicable huge drops in approval over a single percentage point of taxes. If they are going to do that, they might as well just let you adjust it only in 10 percent increments like a certain other game which I'm sure most of the people here have played...
Reply #66 Top
I was never a fan of the economic system. It is one reason I no longer play the game. I had my fill, and there is no need for me to bother with an economic system so bewildering as to take the whole fun out of the game. I just play civ4 instead, which by comparison has a very easy econ system. Even thou it still uses omni sliders for research/gold, which I feel are really lame in any instance. If I have to pause even for a second to figure out what one of my colonies will make in terms of production or science as opposed to say just multiplying the number of factories, then there is a flaw in the system. On a scale where you have a hundred colonies, it just takes too much time to bother with. It detracts from the fun of the game, and it just makes me bail out and play something else instead.

I have in beta of GalCiv2 tried to change their mind about the stupid sliders. But my arguments I guess are not worded well enough to get the point of "sliders are dumb" across.
Reply #67 Top
the money to pay for the research, production has to come from someplace. you only have 100% of your income to play with.
Reply #68 Top
I just beat suicidal with human super diplomats +25% diplomat(+creative, rest I forget) + populist using 100% research on gigantic(abundant everything 9 random races + 8 minors+very slow tech) They key was in the beginning to not build a single lab and only build market centers. You only have the colony ship to start out with and then you upgrade the space miner to a colony. Once you encounter races, you start trading tech for planets plus bcs(and get the research treaty of course). And you always research the techs that can be completed in one turn. With those planets you only build markets(never rush buy). You keep any labs the AI builds.

The only thing you should rush buy in the beginning stage is the diplomatic translators. You can consider rush buying galactic wonders. Trade goods the AI practically gives away.

Once you've gotten all the planets the AI will trade you for start trading for war ships(the AI will not trade starbases or colony ships).

Once your economy or the AI starts to have a stable economy to be a benefactor then you start building labs.

If one of the AIs go to war with you, then you trade techs to other colonies to go to war. If the AI takes one of your planets then you trade back for it after you've made peace. The key to what planets the AI will trade seems to be correlated to bonus tiles. The AI has never traded me a planet that contains bonus tiles. So defend your planets that have bonus tiles.

Once I figured out how the AI behaves in diplomacy, then all labs was easy.
Reply #69 Top
To go back to Frogboy's question what should be changed about the morale buildings: let their influence increase over time (until a certain cap is reached that is way higher then the bonus a morale building gives now). I don't know whether that would be possible in a simple patch if the mechanics for such behaviour isn't there atm but I would like to see effects like that that need some advance planning.
In fact, such a mechanism could also be implemented with money and influence buildings and even with factories and research labs to a lesser degree (while a morale building can get, say, a 300% bonus over time, a factory should only get something like 50%; but that's all a question of balancing again ...). That would thwart such "exploits" as rebuilding 25% of your planets in 10 ticks when there is enough money.
Reply #70 Top
I don't consider "the flip" to really be an exploit ... I mean tearing down and rebuilding everything is definitely not the most efficient use of money and if you have that kind of revenue in the first place you're doing something special anyhow. Quite honestly the "all research/production" approach isn't an exploit either, it's just the result of the economic model the game is built on.

Ultimately morale is hosed because population was hosed which hosed farms. They're uniquely tied since all three deal with population. As was illustrated above or in some other post (death of morale buildings I think), I believe the issue is the slope of the curve being far too asymptotic.
Reply #71 Top

I don't consider "the flip" to really be an exploit ... I mean tearing down and rebuilding everything is definitely not the most efficient use of money and if you have that kind of revenue in the first place you're doing something special anyhow. Quite honestly the "all research/production" approach isn't an exploit either, it's just the result of the economic model the game is built on.

That's why I put "exploit" in quotes


Ultimately morale is hosed because population was hosed which hosed farms. They're uniquely tied since all three deal with population. As was illustrated above or in some other post (death of morale buildings I think), I believe the issue is the slope of the curve being far too asymptotic.

I agree with that. So another good change would be to change the math with the morale buidlings in a way that they flatten the bend in the population curve and not only move the position of the asymptote (if that's what they do right now, I'm not really up to scratch with all the game mechanics ).
Still I like my idea also, I think it doesn't just change the numbers but adds also strategy.
Reply #72 Top
Hi!
Question about morale buildings, how would you like the behavior changed?

Thanks for asking Brad! IMO this is not just the problem of a morale building, it's a whole issue of making money with the population.

The current system makes NO INCENIVE of going on a non-HW planet over 9/11/13B pop (depending on my morale ability), because the Stock Market gives 25% tax revenue increase IMMEDIATELY, and growing pop from 11B to 16B (two level 2 farms) takes many turns, gives back only 21% more revenue - less than just another Stock Market on the 11B planet, and makes a lot of problems with dropping approval for going so high with the population.

What you need to do is to make us want more population and less Stock Markets.
Because we would want more pop, we'd finaly use food bonus tiles, Food distribution centers and better farms, and build morale buildings to deal with the dropping approval.

So the goal is to get on a starting 11/13B planet more money from n (farm + morale building) than from 2n (financial buildings). How to accomplish that?

1) Add a linear part to the sqrt part of the money-making formula. I've experimented with the spreadsheet and it seems that ~12% linear tax (pop_in_billions / 8) would be appropriate start of balancing: additional pop from one farm giving 50% more money than a new Stock Market, still having some reserve for a morale building. Since planets will be generating more money, you'll probably want to decrease the sqrt part for some 5-10 percent.

2) Put a morale buildings out of the base-morale nerf, giving (like others proposed) the direct increase in approval. Since they'd be now stronger, you'd want to nerf them to 5, 10, 15, 20 and 25% bonus (even that could be too strong, but we need some numbers for the start of balancing). You could also make each additional morale building on a planet less effective, thus preventing extreme abuse (only really big planets having 100 B pop).

3) Nerf a bit high-end financial buildings to increase incentive to build farms. I'd propose new values of 7, 10, 14, 18 and 22 for them.

4) Progresively increase penalities for taxes over 60%, so a player will be forced to use at least one morale building, if he wants to have taxes over 70% and high approval, regardless of what his morale ability is.

The nett effect of those changes should result in games taking longer (players would need to wait for a pop to grow), and harder (less easy way to make money). However the divesity of games would become grater - more different choices to make, more paths to take. And the 300% food bonus tile would finaly became a blessing and not the course.

Some caveats could rise:
1) what about really big planets? According to changes, a planet with 100B pop would generate 125% more money - not much, if you ask me, if one takes in the account the patience needed to get the planet to 100B. What you might consider is lowering the amount of infuence those humongous population would generate - maybe sqrt-ing it. But imagine a player's excitement, when he'll be reporting "I had a 100B planet. I'm no more limited with the non-intuitive game mechanics."

2) what about metaverse scoring? The amount of pop makes quite a big part of it. So you to nerf it a bit, maybe using a sqrt in there somewhere.

BR, Iztok
Reply #73 Top
...Quite honestly the "all research/production" approach isn't an exploit either, it's just the result of the economic model the game is built on...


Right, the "economic model" of, "Having a full staff of employment at your labs means that nobody is willing to work at your factories. However, if you replace those factories with additional labs, people will be lining up at the door to work at those as well. Of course, if you really need to, you can convert some of those scientists' amazing discoveries into ship parts." That economic model?

The exploit part is in the fact that you can simply convert research to production or vice versa, and while you are limited to HOW MUCH you can convert, there is no real penalty for doing so.

If you have both kinds of buildings, you cannot get 100% yield from all of your tiles that contain labs or factories. If you have only one kind, you can. (Again, that is under the assumption that your economy is at a point where it can support it, which is one of the reasons it is only particularly relevant in the later stages of the game.) And the supposed drawback to this (having abysmal building time or practically no research) is somewhat negated by being able to convert one to the other with no penalty. That is what does not make sense. I guess it might also be true that it's only of particular interest with certain research times or galaxy sizes, which may add to some people's opinion that it really isn't that big of a deal.

Don't get me wrong. This is a great game. If it wasn't, I wouldn't be bothering nitpicking in the hopes that the few significant kinks that I see in it get ironed out. I'd simply go play something else.
Reply #74 Top

Hi!
Question about morale buildings, how would you like the behavior changed?

Thanks for asking Brad! IMO this is not just the problem of a morale building, it's a whole issue of making money with the population.

The current system makes NO INCENIVE of going on a non-HW planet over 9/11/13B pop (depending on my morale ability), because the Stock Market gives 25% tax revenue increase IMMEDIATELY, and growing pop from 11B to 16B (two level 2 farms) takes many turns, gives back only 21% more revenue - less than just another Stock Market on the 11B planet, and makes a lot of problems with dropping approval for going so high with the population.


Again, let me start with the disclaimer that I have not been playing very long. Really, I don't even know the exact mechanics (equations) behind population growth and tax revenue, but I will base this off of the assertions you have made here. So, if I sound like I don't know what I'm talking about, that may very well be the case.

Okay, a stock market grants an additonal 25% tax revenue. That much is obvious. Now I assume that the population increases BASE revenue, whereas stock markets multiply by the BASE REVENUE.

Let us suppose a planet already has 6 stock markets. Thus it is generating 250% of the base revenue, 150% of which is from the markets. For the sake of simplicity, I will consider this base revenue at population 11 to be 100; the number really isn't important. So the planet is generating 250 per turn. (Again the actual number isn't important; it's the percentages that matter.)

Now, two level 2 farms increase the BASE revenue by 21%, if what you say is correct. That makes the base revenue of the planet 121 (21% increase from 100). Now 121 times 2.50 (additional 1.50 from the 6 stock markets) = 302.5

If, instead, we built another two stock markets, we would have 300% of 100 (from 8 stock markets + initial 100%), which would of course be 300. Well, that obviously isn't a big difference, especially when you consider the time it takes to get there with farms, but if you had even more stock markets on a planet to begin with, the case could be made for building farms (on non-farming bonus tiles). Also, don't forget that the additional citizens are generating influence, although being relatively inexperienced as I am, I'm not sure how much that matters.

So, you are probably right in that something needs to be changed, but I just wanted to point out that there are those situations in which growing the pop higher might be a better option than building more stock markets, as far as increasing revenue is concerned. Given the general number of tiles on planets, however, those situations are probably very rare.

Mostly, I just wanted to highlight the fact that changing base revenue is fundamentally different from changing the multiplier of base revenue, but it turns out that even then it doesn't usually matter, with the way things currently are.

Additional Edit: I did notice one thing after doing all of this: Don't planets normally cap at 6B population without any farms? Is there some particular reason you chose 11B in your example? Obviously, it shouldn't be beneficial to just build tons of farms. You would already need farms to be at 11B, wouldn't you?
Reply #75 Top
I agree with the OP that its overly complicated. Civilization is a much more understandable model, basically GalCiv2 is th reverse of the Civ model. I think Stardock should basically just borrow heavily from that model and instead of the planting buildings in tiles we should see tile improvement ala civ with production and food making alot more sense and the slider only there to adjust the tax rate. Population growth should be based on planet quality and available food plus other modifiers, Poluation Cap should definetly be based off those as well, the whole 1 MT food for 1 B pop thing makes no sense at all.


Sounds Like Galciv1! I liked the limitless build space and population of Galciv1 but having said that, i do like having planitary tiles and tile bonuses more!!

I think Galciv1 makes planet quality far more important and a super nice planet of 26 is supremely more valuable than in DL or DA.