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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 #76 Top
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.


income per billion people decreases as population increases. i believe they're exponentially related: IIRC only the square root of the population is counted for the sake of tax income. you do earn noticably more by adding a single farm, but when you add a second farm, the increase is less than another stock market, esepcially when you account for the need to manage morale.
Reply #77 Top
Once a planet gets over 20B (and thats high) you run into insane morale problems. The only reason why you would ever put mass farms/morale buildings on a planet would be to increase your troop numbers but that rarely makes sense. There are alot of posts out there that go into detail about why you build a single farm on a non farm bonus tile for every planet, some people dont even build the moral buildings and just build more markets and manage morale with the tax level concluding the slot the morale building takes up isnt worth the extra money even with a lower tax setting. Personally I build 1 Farm and 1 Morale per planet.

The chief problem here is the morale formulas and available slot space, assuming you need 1 morale building per farm thats a heckuv alot of slots that could be markets, so you gotta figure out the loss of the slots as well as the maint cost (markets don't cost maint either). What they really need to do is tie the PQ number directly to the pop and morale so that on planets with high PQ you can build up a huge pop and not run into morale issues like you currently do a good rule of thumb should be something like 2.5xPQ should have no serious morale penalties whereas trying to go over 2.5xPQ should. Then they just need to raise the effect of morale buildings slightly unless they want to revamp the whole system.
Reply #78 Top
I agree with Istok here, a nice and easy "fix" for the current tax revenue system is to have a linear AND an exponential decay portion of the tax equation. For DA the wiki has the following formula for tax.

24 * sqrt(population_in_billions) * tax_rate * (1 + (sum from buildings on planet)) * (1 + (sum from racial bonuses/maluses) )


Let's assume no racial bonuses (for simplicity), and no financial buildings for the initial curve.

24 * sqrt (population)

Pop / Revenue
1 / 24
4 / 48
9 / 72
16 / 96
25 / 120
36 / 144
49 / 168



Lets change that to
12 * sqrt (population) + 3 * (population) + 9
1 / 24
4 / 45 (-6.6%)
9 / 72
16 / 105 (+9.3%)
25 / 144 (+20%)
36 / 189 (+31%)
49 / 240 (+43%)


This is just an example of the kind of curve they could use. The actual numbers are not important, but the fact that there's a linear component IS important. What this means is that at any point on the graph farms ALWAYS have the potential to be better than a stock market. The problem with a truly exponential decaying curve is there comes a point where the curve lacks virtually any slope and at that point a farm will do nearly nothing for you, whereas the flat bonus of the stockmarket ALWAYS helps (stock markets simply raise X-value of the entire curve by some flat percentage, farms just move your Y-value along the curve which correspondingly elevates your X value somewhat. X value here is income, Y is population).

But that's not enough. The tax "curve" is only half of the puzzle, the other half is morale penalty for population. I suspect this may have to be straightened out as well. Right now the way morale works is a planet's "base morale" drops with population down to a minimum of 10% at 25 billion. This base morale penalty is nasty because it affects the morale buildings on that planet. A VRC is +25% base morale, so at 25 billion or more people it's only 2.5% morale increase. Therein lies the fundamental problem, our morale buildings decay with population ... which is a major flaw.

I think a better solution would be simply have a -morale penalty as population goes up (I'm not sure why they didn't do this already). That way your morale buildings wouldn't "decay" in value as the population went up but instead a planet would simply require more +morale to stay happy. The fact that base morale drops AND the efficacy of morale buildings drops with population is a double penalty honestly that makes little sense.

So by producing a semi-linear curve for tax revenue and by decoupling the efficacy of morale buildings from population, you can now have a system that is less asymptotic which would be far easier to balance than the current triple-whammy curve. At that point it becomes VERY easy for the devs to move the population "points" to whatever they feel balances the game and move the tax "points" as well ... giving them a lot more room to balance. Right now it's a VERY fragile system and even a slight change has massive ramifications because there's so much exponential math going on.

Reply #79 Top
Pardon my ignorance, but WHY does morale decrease with population? Shouldn't it decrease only if the population exceeds the carrying capacity of the planet? Are farms increasing the carrying capacity or are they merely allowing the increase in population and leaving the carrying capacity as it was? If the latter, perhaps there could be a new line of technology (Housing Tech?) that would step up the planet's carrying capacity and thereby negate a morale decrease from more population.

Also, I'm sure I saw it somewhere, but I've lost it: what's the source of income in the game? The population, itself (suitably multiplied by financial buildings)?
Reply #80 Top

Pardon my ignorance, but WHY does morale decrease with population? Shouldn't it decrease only if the population exceeds the carrying capacity of the planet? Are farms increasing the carrying capacity or are they merely allowing the increase in population and leaving the carrying capacity as it was? If the latter, perhaps there could be a new line of technology (Housing Tech?) that would step up the planet's carrying capacity and thereby negate a morale decrease from more population.

Also, I'm sure I saw it somewhere, but I've lost it: what's the source of income in the game? The population, itself (suitably multiplied by financial buildings)?


The theory is that people become unhappy the more crowded the planet becomes. Farms simply add to food supply, but do nothing to address the mental state of the population.

Population is the single biggest source of income, everything else modifies how much money you get from them (tax rate, stock markets, galactic resources, etc.)

Technically you can get income from trade (which is affected by source/destination populations), tourism (percent influence calculated against total galactic population), anomalies and direct trade with alien civilizations. But the majority of your income is always tied back to your population.
Reply #81 Top
Well the WHY is pretty simple. Under the current system population doesn't add a negative to morale for the planet, instead it reduces the base morale. So if morale buildings didn't reduce with the base morale, 4 VRC's would guarantee 100% morale on any planet of any size. That's the why, but it's where the devs went fundamentally wrong.

The better solution, or rather the more scalable solution, is to just have population subtract some fundamental amount of morale, similar to tax. So a decent morale scale could be:

0-5 billion, no penalty. -1% per 100 million from there (or -100% per 10 billion). It's a linear decay, but this is ok since the number of tiles is finite. A system like that would REALLY make morale buildings have a role as there are plenty of times having a morale building would be better than a stock market for overall income, and with an improved tax curve the same could happen for farms. Suddenly the income of a planet really will be a function of farms, morale buildings, and stock markets ... whereas right now it's basically: Build a farm and then all the stock markets you can squeeze on and forget about morale buildings.

Again the numbers I present are not the solution, just an example of A solution which is both simpler to understand and easier to balance than the current system. Ultimately the Dev's have objectives of how much population, income, etc ... they want civilizations to earn, but it's easier to meet those objectives with simpler mathematical curves running the rules engine. With exponential curves it doesn't take much of a shift of an X or a Y variable to produce a massive explosion of the other which makes balancing tricky at best, and results in odd gameplay artifacts like we have no ... namely the entire farm/morale mechanic being mostly broken and all of their artifacts (tiles, improvements, etc) just sort of lingering around and deceiving new players into believing these things are important.
Reply #82 Top
I thought of something along these lines I would like to see improved. For research production, progress will extend past the current tech into the next one when more is put in than required for that tech. As far as I can tell, this doesn't seem to be the case for social production and military production. It would be nice if progress was forwarded into the next project on those as well. It's a bummer the way money is wasted if more is put into military and social than what is required for the current project. Otherwise, that would be the only thing I dislike about the way the sliders work. I don't have any issues with morale and population. All of these aspects are tough in GC2, but I think they're an interesting part of the game and I like them. In fact, I've found Dark Avatar to have an even more brutal economy and you have to be smarter about it. I usually have tons of extra cash by the latter half of a Dread Lords game, not the case in Dark Avatar.

BTW, I keep things real simple, one farm per planet and I don't use morale buildings at all. I used to, but the 1.2-1.4 waffling on morale buildings and the loss of the morale bonus on stock markets convinced me to abandon that practice. I normally keep overall morale just above the red except when I need population growth or I need to make the vote. When I need to stock transports or bolster popluation, I drop taxes to 100% morale for an interval. Pretty simple and I dont' have to worry about exponential triple wammies.

To make a comparison, in the casino game Craps, of the hundered or so bets on the table, there are two called the big 6 and the big 8. All of the bets on the table have a good ratio of odds compared to payout (vigorish) except those two bets. They are known as the sucker bets. Invariably, you always see someone putting their chips down on them. In GC2, there are a lot of things that just don't have a good benefit compared to the cost. Morale buildings and high planet populations, IMO, are sucker bets. There are lots of other ones as well, like trade routes, Temple of Neutrality, the Galactic Privateer, etc. I just don't waste my time with them.

Reply #83 Top
As far as I can tell, this doesn't seem to be the case for social production and military production. It would be nice if progress was forwarded into the next project on those as well.


It *is* I think, at least as far as buildings go. Go to the colonies screen and click on any building you happen to be upgrading. It will show the precise cost remaining (in Dark Avatar at least). This is often immediately less than the theoretical cost of the upgrade. I don't know if it carries over 1 for 1 or not, but *something* appears to get carried over.

Military production doesn't carry over, but it does get stored...that is if you switch to building something else you retain the production already put in to the previous ship.

Reply #84 Top
Well, i remember how much population could go on a '26' planet in Galciv1,,,, I would use it as a supreme population base sending transports full of population from all over my empire there inbetween wars instead of just leaving them in the transports not paying taxes like you have to do now in DL and DA.

Oh and once i got a random event that transformed a 26 planet into a 42! I dunno what the maximum possible planet for galciv1 was? Or how many people you could fit on such a world?
Reply #85 Top
Hi!
Go to the colonies screen and click on any building you happen to be upgrading. It will show the precise cost remaining (in Dark Avatar at least). This is often immediately less than the theoretical cost of the upgrade. I don't know if it carries over 1 for 1 or not, but *something* appears to get carried over.

I'm affraid there's nothing carried over from production, at least when I've been testing this (DA 1.6beta4or5) it wasn't. It still seems to be valid, as you can check with new buildings. OTOH the upgrading is weird, esp. on conquered planets. In my current game I had to pay for an upgrade from a factory to a lab significantly more than I've had to pay for a new lab.

It's a bummer the way money is wasted if more is put into military and social than what is required for the current project.

Sorry, a player doesn't pay for the overhead social production, but for the overhead military that's unfortunately still true.

BR, Iztok
Reply #86 Top
Upgrading is REALLY wierd. First of all I think the time estimation is often times a lie ... also there HAS to be some carryover on social production, at least when upgrading. I play with auto-upgrader and I've seen an entire planet upgrade maybe 10 buildings in 2-3 turns when I got a new tech. Of course the time estimation was something like 5 weeks per, but in less than 5 weeks ALL were upgraded. Also wierd things happen when buying an upgrade. For instance it costs more to upgrade a lab on a 300% tile than a 100% tile. I suspect there's some out of control variables going on here ... or perhaps it's undocumented intended behavior.

Reply #87 Top
Hi!
I play with auto-upgrader and I've seen an entire planet upgrade maybe 10 buildings in 2-3 turns when I got a new tech.

Err, the only way I know off to speed-up the construction/upgrade is to buy one upgrade and let the planet build another one at the turn-processing. That makes two. I haven't seen anything close to what you've described in my games, and I did a lot of low-costs/high-production upgrading/converting. Can you check that again with a saved game?

BR, Iztok
Reply #88 Top
I don't think I have that in a saved game, so I'll keep my eyes open for it and try and save a game next time it comes up. For now I'll just let it slide as hearsay because I'm sure my brain can make things up and it's possible 10 turns slipped by. That still doesn't excuse the lies about upgrade time through. It's just weird and does not happen consistently. What I do have saved though is the variable upgrade costs for the same upgrade ... which I have no real explanation for either.
Reply #89 Top

Upgrading is REALLY wierd. First of all I think the time estimation is often times a lie ... also there HAS to be some carryover on social production, at least when upgrading. I play with auto-upgrader and I've seen an entire planet upgrade maybe 10 buildings in 2-3 turns when I got a new tech. Of course the time estimation was something like 5 weeks per, but in less than 5 weeks ALL were upgraded. Also wierd things happen when buying an upgrade. For instance it costs more to upgrade a lab on a 300% tile than a 100% tile. I suspect there's some out of control variables going on here ... or perhaps it's undocumented intended behavior.




Hi all,

I've been silently following this discussion and other about the economy and I can confirm this as well.

It's especially easy when doing a *flip*. Your entire empire is switched over in way less time than you expect. Though it may just be the estimates not accounting for the production that will be created by the completion of the things in the queue.




Reply #90 Top
That is a whole other topic of discussion right there... the scoring system. While I do agree there should be an emphasis on speed of victory, it doesn't seem like there is much emphasis on difficulty. How much of a factor is the difficulty level on score?
Reply #91 Top
Oh and once i got a random event that transformed a 26 planet into a 42! I dunno what the maximum possible planet for galciv1 was? Or how many people you could fit on such a world?

The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered.

Sorry, a player doesn't pay for the overhead social production, but for the overhead military that's unfortunately still true.

You don't get charged for social production when there's no projects being built, but unlike research, I haven't noticed that social production carries through to the next project the way it does with techs. That may be the case, but I haven't been able to notice it.

Upgrading is REALLY wierd. First of all I think the time estimation is often times a lie ... also there HAS to be some carryover on social production, at least when upgrading. I play with auto-upgrader and I've seen an entire planet upgrade maybe 10 buildings in 2-3 turns when I got a new tech. Of course the time estimation was something like 5 weeks per, but in less than 5 weeks ALL were upgraded. Also wierd things happen when buying an upgrade. For instance it costs more to upgrade a lab on a 300% tile than a 100% tile. I suspect there's some out of control variables going on here ... or perhaps it's undocumented intended behavior.

Agree there's something screwy going on with social production. I occasionally see things that don't look right. I don't recall this behavior in Dread Lords, just Dark Avatar.

Reply #92 Top
You don't get charged for social production when there's no projects being built, but unlike research, I haven't noticed that social production carries through to the next project the way it does with techs. That may be the case, but I haven't been able to notice it.


i believe you are correct; there's no carry-over in social production or military production. i'd really like it if i could build batches of units the way i can in SE4 - 1, 5, 10, 20, 100 or 'one turn's worth'. heck, that might even make starbase construction less protracted if you could build several 'structors in a turn: less protracted, but no less tedious.
Reply #93 Top
The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered.


I have never seen a 'natural' 32 planet, not without some kind of random event occuring.

Well now that i think of it, a random colonisation event can boost a planet by a certain percentage. I have seen other random events achieving a maximum percentage of 60% but i'm not sure if that extends to planet quality. Lets say it is possible, so then a 26 planet could theoretically become 42 planet. Then there is the occasional after colonisation random event which boost planet quality so if that happened to the 42 planet it could become a 67 planet! then add terraforming on top of that and get a planet around the 70 mark!! Can anyone varify if this is possible in Galciv1? what is the maximum theoretically possible planet in DL and DA as well (no mods)?
Reply #94 Top
Almada? The dreadlord planet? It's usually like a 40ish isn't it?
Reply #95 Top
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.



Just a thought on symantics.
The tiles on planets in this game do not represent literally the terrain they sit on. The scale is too great for that to be a sensible way to look at it.
Likewise the "Labs" and "Factories" do not literally represent their namesakes. The scale is too great for that.
Would everyone be a little more comfortable with the various strategies if you thought of the 'buildings' as 'technology sector regions" (= labs, i.e. Silicon Valley) vs 'heavy industrial sector regions' (= factories, i.e. Rust Belt)?
After all, they aren't really 'buildings' either, but rather representations of nation-sized economic infrastructures. The complexes represented probably shouldn't even be thought of as being directly related to the tile they occupy except in a tenuous way; they are more a network of capabilities and organizations oriented in a similar way, like a Japanese kieratsu (sp?). After all, Microsoft and Intel are high-tech, development oriented companies, but they control huge production facilities. Likewise, Alcoa or General Motors puts a great deal of effort into research, but they are generally regarded as manufacturers.
That's way in which I have always thought of the various 'buildings', even before I got into trying some of the extreme strategies. I have consequently never found the various mixes necessary for various strategies to be disturbing or aggravating.

drrider
Reply #96 Top
Almada? The dreadlord planet? It's usually like a 40ish isn't it?


I dunno? Such planets have far less impact on a game in DL and DA than what they had in Galciv1. Because the morale benefits of higher planet quality got nerfed.
Reply #97 Top
(Citizen)MystikmindSeptember 13, 2007 21:23:18Reply #93
The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered.


I have never seen a 'natural' 32 planet, not without some kind of random event occuring.

Well now that i think of it, a random colonisation event can boost a planet by a certain percentage. I have seen other random events achieving a maximum percentage of 60% but i'm not sure if that extends to planet quality. Lets say it is possible, so then a 26 planet could theoretically become 42 planet. Then there is the occasional after colonisation random event which boost planet quality so if that happened to the 42 planet it could become a 67 planet! then add terraforming on top of that and get a planet around the 70 mark!! Can anyone varify if this is possible in Galciv1? what is the maximum theoretically possible planet in DL and DA as well (no mods)?


Search the forum and you will see the discussion/answer on largest possible/encountered planet several times before. The largest planet anyone has ever encountered is...wait for it...72. (72 is also the total squares on the planet surface map.) However, it takes an amazing set of coincidences for it to occur, as described above. The highest naturally occurring PQ is 26; kryo confirmed that for me one time.

drrider
Reply #98 Top
Search the forum and you will see the discussion/answer on largest possible/encountered planet several times before. The largest planet anyone has ever encountered is...wait for it...72. (72 is also the total squares on the planet surface map.) However, it takes an amazing set of coincidences for it to occur, as described above. The highest naturally occurring PQ is 26; kryo confirmed that for me one time.

drrider


Thanks Drrider, looks like my guess was correct. I suppose it would be possible to get a higher planet quality in Galciv1 tho since multiple random planet quality improving events could occur?? and planets in Galciv1 are not limited by planet tiles.
Reply #99 Top
we need internal trading
Reply #100 Top

(Citizen)MystikmindSeptember 13, 2007 21:23:18Reply #93
The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered.


I have never seen a 'natural' 32 planet, not without some kind of random event occuring.

Well now that i think of it, a random colonisation event can boost a planet by a certain percentage. I have seen other random events achieving a maximum percentage of 60% but i'm not sure if that extends to planet quality. Lets say it is possible, so then a 26 planet could theoretically become 42 planet. Then there is the occasional after colonisation random event which boost planet quality so if that happened to the 42 planet it could become a 67 planet! then add terraforming on top of that and get a planet around the 70 mark!! Can anyone varify if this is possible in Galciv1? what is the maximum theoretically possible planet in DL and DA as well (no mods)?


Search the forum and you will see the discussion/answer on largest possible/encountered planet several times before. The largest planet anyone has ever encountered is...wait for it...72. (72 is also the total squares on the planet surface map.) However, it takes an amazing set of coincidences for it to occur, as described above. The highest naturally occurring PQ is 26; kryo confirmed that for me one time.

drrider


If you get a Dread Lords event and manage to successfully invade/spore Amalda without damaging the planet, then you get a Class 45 planet. Then, if you get the 60% PQ bonus random event, Amalda's PQ shoots up by 27 tiles to reach a grand total of... 72.

So it takes only 2 events to get a maximum-class planet, provided that you can do your bit of the work right(beating the Dreads).