Individual Production Sliders?

I know that there are sliders already in place that allow for universal control over Military, Research, and Social. But is there a way to control what a planet does at the planetary level? For instance, if I have a planet that is out of social projects, could I tell it individually to allocate all resources toward Military projects?
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Reply #1 Top
I know that there are sliders already in place that allow for universal control over Military, Research, and Social. But is there a way to control what a planet does at the planetary level? For instance, if I have a planet that is out of social projects, could I tell it individually to allocate all resources toward Military projects?
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No, my understanding is they couldn't find a way to get the a.i to do those intelligently, and Stardock tries to avoid micromanaging.

~SDC~
Reply #2 Top
No, my understanding is they couldn't find a way to get the a.i to do those intelligently, and Stardock tries to avoid micromanaging.
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Maybe, but the status quo is a compromise too far, I often have the situation where all my planets have pretty much all the infrastructure they need so I have social spending set way low or off, I then capture a planet with virtually no infrastructure so I have 2 choices:

1) leave the settings as they are and pay for each building. or
2) adjust the spending level and waste it on most planets.

Neither of these options is reasonable or logical, the problem is how to solve this in a way that doesn't introduce more complication to players of huge games where micro-management is not viable while still allowing the micro-managers to do their thing when needed.

This has been thrashed out in another thread, but it is my (previously stated) opinion that this could be solved by giving the governors the option but not the obligation to control the distribution of the tax and trade revenue handed to them by central government. This method would be consistant with the back story.

I concede that this may require too much alteration to the core AI routines to make in into version 1.x but it really should be considered for version 2
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Reply #3 Top
This is one of the few things that used to irritate me about GalCiv. These days, I just live with it, but...

It seems like if you have a world that doesn't have any more social projects to build, you could at least select something like "Luxury Goods" or "Consumer Goods" or whatever you want to call it, and recapture some of the "lost" money on that world (like, 25 or 50%). But Brad is against it, saying not that it would be too hard on the AI programming, but that it would be too hard on the actual programmers. I don't understand why... you'd just add back the fraction that world's social cost back to the player balance during the production/resolution phase.

Having individual slider rates by GOVERNOR would allow for some complexity... you could set one of your governors to 0 social, for instance, and just swap that world over back to your infrastructure Governor. But if you get that out of SD, they might as well just allow individual world slider settings, as it isn't only one more step to allow users to do what they think they want to.

Having individual sliders would be very nice... so you could tell those little worlds to just not make any military (Military to 0) or those late game worlds to set their Social to 0. That wouldn't be a big deal from the AI's point of view. It would actually let the AI be more efficent then the Human. However, as many of us would want to maximize our own side, it would add to the micromanagement of the game for us, and that would slow down the game and our fun. And Constructors are bad enough as it is. ;)

Maybe in a future GalCiv, we will be able to "recapture" lost money on a slider, or just tell a world not to bother on a particular Slider when others are allowed to. Have to wait and see what is in GC2 (and hopefully, GC3!) :D
Reply #4 Top
Surely it can't be too difficult to incorporate "if nothing is being built, there is no expenditure for this world".

It doesn't make a lot of sense that your social project expenditure just disappears into the ether.

I wouldn't be in favour of individual world sliders, as that would increase the mm too much, but let's make late game development of new systems a viable option in the future.
Reply #5 Top
I wouldn't be in favour of individual world sliders, as that would increase the mm too much, but let's make late game development of new systems a viable option in the future.
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Especially when you culture flip an AI system where all improvements have been scrapped.
Reply #6 Top
let's make late game development of new systems a viable option
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Yes, yes, yes. I had the 2 sector PQ boost happen to the Torians, miles away from me so I bought some (ruinously expensive) colony ships from the Torians and grabbed the fresh planets (are those green guys dumb or what?).

But once more I had the problem of distributing production so something got built in the new worlds without wasting a huge amount in all my established worlds.

The only solution at the moment is to scrap all production and buy the new buildings, but this is far from cost effective.

Rather than reducing the micro-management, for me the current system increases it as I check every go to make sure that unwanted buildings don't get finished but are left one month from completion.
Reply #7 Top
Rather than reducing the micro-management, for me the current system increases it as I check every go to make sure that unwanted buildings don't get finished but are left one month from completion.
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Why can't you accept to loose social spending instead of affecting to improvement that you don't want (which as nearly the same effect than loosing social spending)?
Reply #8 Top
#6 by Citizen Strek
Rather than reducing the micro-management, for me the current system increases it as I check every go to make sure that unwanted buildings don't get finished but are left one month from completion.
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It would be better to leave the queue empty instead. :SURPRISED:

But you are right. It is a lot of micro management to build up underdeveloped planets. I buy the cheap PQ improvements and the manufacturing improvements. But actually this gives me a very bad feeling. I hate it to waste money ;p

#7 by Citizen Peace Phoenix
Why can't you accept to loose social spending instead of affecting to improvement that you don't want (which as nearly the same effect than loosing social spending)?
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You are right. There is not much difference between these two options. But that's the point we only have these two bad options.

Thus it is impossible to build up new planets in the mid game because you could not afford 100% spending when all of the other planets waist all the money.

Thus you spend 1000 BC to get those 5-10 BC on the new planet. The other 995 BC are wasted on the other planets :sniff!: This is awful. It's even better to buy some stuff. But this makes new planets in the later game nearly worthless. They cost very much to build up and will never pay back. Even a PQ 20 would be useless (:(

It's still a great game. In fact it is my favorite game. But this special design decision doesn't fit my game play and is for me the major annoyances not yet addressed in 1.20/1.21/AP.
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Reply #9 Top
Why can't you accept to loose social spending instead of affecting to improvement that you don't want (which as nearly the same effect than loosing social spending)?
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It's not quite the same, with a load of part finished buildings I can go from non-shipbuilding (+5% Ship Quality) to fully shipyarded (+105% SQ) in 4 or 5 months.
Anyway once everything is almost built I put them over to no production, but I agree fully with Waldorf2000:
It's still a great game. In fact it is my favorite game. But this special design decision doesn't fit my game play and is for me the major annoyance
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Reply #10 Top
It's not quite the same, with a load of part finished buildings I can go from non-shipbuilding (+5% Ship Quality) to fully shipyarded (+105% SQ) in 4 or 5 months.
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That why I said "nearly the same". But since you endup building those improvements, why not build them the first time? I always put the starships improvements at the end of my governors' queue.
Reply #11 Top
why not build them the first time
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Simple - Cash Flow

I try to avoid conflict (hey, just like RL) so there is no point in wasting the maintenance overhead. My best few planets however always have all the military stuff. But should a major conflagration erupt, I can quickly switch over to full high quality military production.

It really shocks the alien scum when a few goes after they declared war thinking I just had a few weak ships, I suddenly have a massive armada and it's heading their way.
Reply #12 Top
About maintenance costs: Have you tried to park lots of Antimatter missile in orbit of your planets? You endup with a high military power for a small maintenace :)
Reply #13 Top
Have you tried to park lots of Antimatter missile in orbit of your planets? You endup with a high military power for a small maintenace
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Oh yeah! The AI just fall over themselves to make peace with you once you've got a dozen or so AMMs. They seem to hate the idea of their shiny Dreadnoughts getting scratched :D :D

Quite often, AMMs are the only combat items I build during a game - I might trade for a few Phoenix for blasting through orbiting planetary junk prior to an invasion - another nice low maintenance ship. ;)
Reply #14 Top
About maintenance costs: Have you tried to park lots of Antimatter missile in orbit of your planets? You end up with a high military power for a small maintenace
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AMMs are cheap fun for all the family, but that fails to address the production problem, also AMMs are not a lot of good when you want to invade, however a load of AMMs followed by a hoard of transports and some defenders to keep the aquisitions works a treat.
Also the defensive value of AMMs is close to zero.