What is the research slider set to? If you just began a game, I believe that it is set to 33% default. Setting research to 100% and setting industrial capacity to 100% should give you the 13 research you are looking for. Oh sure, at the cost of all my other production! If I bu
DethPete
Ok so I'm running 1.1 beta 4 and I thought the economy was ironed out and made more clear, but I'm still just as confused as before. I'll give a concrete example. I start a new beginner game as the humans. I increase my 'spending' in the domestic policy to 100%. I'm now outputting 8 research. I build a research facility, which is listed as providing 5 units of research and my research output only goes up by 1. I'm funding it at 100% so
you guys are forgetting that GC requires you to spend money (from taxes) to turn those potential industrial points into acutal production (in other words, factories don't really produce anything, they just allow you to buy production points using your income). if you still have a net income after you turn the industrial spending
Seems like several of the people new to the series have been confused by this, but IMHO it's fairy simple. I hand you a hundred dollar bill, and tell you to spend every bit of it. Are you going to buy three okay things for $33 apiece, or one really nice thing for $100, or some other combination? You can't ma
Why am I forced to split production between social and military projects on a global scale? This is very confusing and I don't understand the benefit of implementing production in this way. It results in significant wasted production. I understand that unused social spending will go into military spending in 1.1, but I don't understand the point of distinguishing between the two at all. Why not just have plain production like every other 4x game?<b