Colony Ship launched empty?

Hi,

 

Been recently playing the latest beta - encountered a strange niggle/gameplay quirk I didn't fully understand:

 

I made my first colony in a neighbouring star system. Built a few improvements before using the planet to build a shipyard (rather than use constructors to do it - they were busy building mining bases). When built, it asked me to select planet(s) to sponsor it, so I selected the planet that just built it, and another colony I had constructed in the meantime that was a bit further away.

 

All seemed fine until I built a colony ship from it, however it said there were no connected planets, so the ship would be launched empty?

 

Am I being thick? Is this normal, or do I have to do something in particular to make it link the planets? I sort of figured that being sponsored would be the connected planet... Either way, could perhaps do with being a bit clearer in future.

 

Two other queries:

- How do I alter faction-wide tax rate? (I know how to tweak the planetary priority between eco/mil/ind - where's science?) Can't see the faction tax box.

- I just made a custom faction. Is there a reason why I get a butt-ton of insta-researched tech at the start? Would it not be better to set that up in the faction creation menu?

 

 

Many thanks

8,082 views 10 replies
Reply #1 Top

If you took the "Intuitive" ability for your custom race you get a bunch of research points at the start, which would be why you got several techs.

Reply #2 Top

On the empty colony ship. It sounds like that would have to be a bug unless you un-anchored and moved the shipyard out of range to populate ships. At least one planet must be within the "green" range which I think is the same as star bases, 5 hexes. I could be wrong on the 5 hexes but there is a limit to how far the shipyard can be to populate the ship, even when there is no distance decay. 

Reply #3 Top

If a shipyard is further than 6 tiles from a planet, a colony ship in that shipyard cannot take population from that planet.  If all you had were distant planets as sponsors, you could build colony ships, but not populate them.  You could fly the empty ship to a planet and pick up people that way.

Reply #4 Top

As for the tax slider or eceonomy   wheel  adjusting it to the top is wealth adjusting it to the bottom left is manufacturing and bottom right is research   The slider underneath adjusts military/social manufacturing

Reply #5 Top

Ah, yes. Thanks folks - it's all becoming clear to me now. :) Turns out that I'd selected a different planet to sponsor it. Can a planet sponsor two shipyards, just out of interest?

 

As for the tax slider or eceonomy   wheel  adjusting it to the top is wealth adjusting it to the bottom left is manufacturing and bottom right is research   The slider underneath adjusts military/social manufacturing
End of quote

 

So, no faction-wide tax rate? I remember you could prioritise Military/Social/Science on-world in GC2 (with any unspent production being converted into cash), with the tax rate being a money in the bank - vs - growth and happiness that was set faction-wide. Does this not exist anymore?

Reply #6 Top

Unfortunately it doesn't. In GCIII there is no way to set a tax rate although the economic planning system has become more advanced. Hopefully the devs re-introduce tax rates in a patch or expansion.

Reply #7 Top

The production wheel in empire governance puts the economy into three categories, wealth, research, and manufacturing.  Doesn't the wealth portion represent the income in taxes?  Would it work for you if they labelled that category as "taxes"?

 

Reply #8 Top

Quoting Wer900, reply 6

Unfortunately it doesn't. In GCIII there is no way to set a tax rate although the economic planning system has become more advanced. Hopefully the devs re-introduce tax rates in a patch or expansion.
End of Wer900's quote

  I'd like to see wealth generation (tourism and raw production) tied to approval, so approval isn't so useless.  Happy populations pay more taxes.

  I don't want to set tax rates.  Either there is an obvious best, there is no real difference, or you have to spend time every few turns micromanaging the tax rates to minimax your empire.

 

Reply #9 Top

Quoting erischild, reply 7

The production wheel in empire governance puts the economy into three categories, wealth, research, and manufacturing.  Doesn't the wealth portion represent the income in taxes?  Would it work for you if they labelled that category as "taxes"?

End of erischild's quote

The wealth portion doesn't represent income in taxes neatly. The entire production in wealth, research, and manufacturing represents government-directed economic activity and does not account for the vast consumer sector in any way, even though by rights it is taxed income from the consumer sector that allows government to be economically involved. If wealth were truly just a form of taxation, it wouldn't compete with production and research.

Frankly there is a much simpler way of running the in game economy. Each unit of manufacturing capacity should produce 1 BC of GDP, while what is currently called "gross income" as produced by Market Centers and the like could be renamed "Services" and likewise create 1 BC of GDP. Trade should likewise be its own sector of the economy with each unit of trade producing 1 BC of GDP. The total tax income on each planet (you should be able to set a different tax rate by planet) would be the tax rate times the sum of products and services. Each unit of manufacturing and research would cost 1 BC to operate, subject to any cost reductions brought about by technology. Maintenance costs would remain as is.

Base morale could be multiplied by the square root of untaxed income, then affected by the other modifiers. For example, a 36% tax rate on a planet with morale of 5 and population 6 would result in an approval rating of (1-0.36)^0.5*5/6 = 66.7%. Untaxed income could, of course, be boosted by creating services buildings which would impart minimal maintenance. Thus economy and morale would be connected and the game would become simpler.

Reply #10 Top

I liked the tax slider.its not coming back brad called it cheesy. It was a great way to increase population,  and make money. I think that's the real reason that they got rid of the torians is because it destroys's super ability,  or at least trivalise it.