Re: GalCiv2: spending question
- From: mcv <mcvmcv@xxxxxxxxx>
- Date: 08 Mar 2006 10:30:20 GMT
alexti <QQalextiQQ@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx> wrote:
mcv <mcvmcv@xxxxxxxxx> wrote in
news:440d4959$0$11074$e4fe514c@xxxxxxxxxxxxxx:
alexti <QQalextiQQ@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx> wrote:
I've started a new game with custom race that has no production or
research bonuses. At the start I have 24mp and 24tp. I immediately set
spending (Industrial Capacity:) to 100% and start to build something
social and something military. I also set military to 0%, social to
50% and research to 50%. This gives me 24 bc of spending (+1 bc for
maintenance). Production is 13 (I assume 12 + 10% capital bonus) and
research is 12, so it looks that they're exactly at 50% of capacity.
You set social production and research at 50% each and you're surprised
they're each producing at 50% capacity?
Strange thing is that you can't set them both to 100% (and 50%-50% split
doesn't give that effect). Industrial capacity and research capacity are
independent, you build factories for the former and labs for the latter, so
as long as you have enough money you should be able to use all capacity.
Clearly they're not independent, and the 100% represents the total working
population, including the scientists.
When you set military-social spending to 50%-50% it makes sense that you're
getting half of production in each category because they share industrial
capacity, but why the same applies to research?
I don't think the game is intended to be a realistic simulation of a real
economy. It's a resource management game, and the resource you need to
manage here is total production capacity. If it helps, think about it as
the number of people doing the actual work. Each person can work on
building a new ship or researching a new drive, but not on both at the
same time.
Interesting that if I don't set
any social production, the social spendings are still charged (but I
believe that is known issue).
It is. I don't like it either, because it encourages micromanagement
and building useless stuff. At least, it was in GalCiv1, but I
understand it hasn't changed in Galciv2.
You don't get charged for military production if you produce nothing, only
for social.
I didn't know that. I'd rather see it the other way around, because
military production always has at least some use, but social production
just stops at some point.
So it appears that there's a research spending rate which is
{spending- industrial capacity}*{spending distribution-research rate}
and social and military rates which are {spending-industrial
capacity}*{spending distribution-social/military rate}. I'm not sure
why industrial capacity spending affects research rate, but apparently
it does.
Because it's partially a resource management game. You have to choose
if you prioritise research, social production or military production.
You've got limited capacity, a limited number of workers to work on
those projects, that sort of thing.
You're already managing your resources by separately building up research
and industrial capacities and by finding enough money to use those
capacities. The way the sliders work just force you to build more research
capacity than you ever use. It just seems illogical - if you have enough
money (which very much equates to having enough people) why can't you use
100% of your capacities? "Spending" section in the manual apparently says
that you can (it is not very clear on the subject as it doesn't go into
much details).
The 3-way slider originates from GalCiv1, where you didn't have individual
tiles. With those tiles, I agree the sliders may seem a bit redundant.
mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film
.
- Follow-Ups:
- Re: GalCiv2: spending question
- From: alexti
- Re: GalCiv2: spending question
- References:
- GalCiv2: spending question
- From: alexti
- Re: GalCiv2: spending question
- From: mcv
- Re: GalCiv2: spending question
- From: alexti
- GalCiv2: spending question
- Prev by Date: Re: Galciv2 Worth buying
- Next by Date: Re: GalCiv II: yet another set of initial thoughts
- Previous by thread: Re: GalCiv2: spending question
- Next by thread: Re: GalCiv2: spending question
- Index(es):
Relevant Pages
|