I'm happy to see that most people agree with me about this system being very wonky. not so much "unrealistic" as it is "absurd". at least I'm not going insane, as I was really doubting any developer could think this was a good idea. to be fair, although it's a nonsensical model, it makes the game harder and more complex, forcing the player to really think about a strategy to cope with the system. though the result is difficult to describe as fun, having a more logica
vaendryl
the way focus production works is not entirely clear to me, but it definitely doesn't cause you to "allocate all of a planets production points to either military, social or research". setting your slider to 100% social and setting focus on research does allow some research to be generated, but it's very inefficient.
[quote who="Zarnick" reply="5" id="2932313"] I use the sliders as a priority system: military at a minimal 2% and social most of the remainder (so that planets building social improvements divert nearly all of their production to that; if not, their production is all on military). You somtimes need some adjustments if your planets are on auto-terraform or auto-upgrade. The research rate is the usual balance between investment for
So I've been playing around with dread lords for a bit and so far I've come to the following understanding of the economic system of the game: -the player builds improvements such as factories and pays maintenance for them, depending on their tech level. -the player sets the budget for how much of the total industrial capacity actually gets used. (for the rest of this post I assume this stays at 100%) -the player also sets what distribution the 3 main money-sinks th