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No manufacturing slider: Social / Military Slider - help

No manufacturing slider: Social / Military Slider - help

Manufacturing slider missing?

Hi my economy went negative on money so my shipyards went N/A because manufacturing went all social. I want to put manufacturing back into military and i understand there is a slider somewhere, but it is not in my Govern Planet screen. There I can only select 4 types of governors on the left, and 3 planet options on the right, as well as Rename Planet, set as capital, and destroy planet. Help me get production back to military.

Thanks!

59,946 views 49 replies
Reply #27 Top

It depends on the amount of micro-managing that could be done. For instance, if I had the option, I would constantly alter the Manufacturing % of planets using Birth Subsidies to micro-manage the benefit it gives to ensure I'm not "wasting" production on unused Population Growth. I see that it would be alright for when you have to upgrade a certain group of planets, e.g. Research planets needing new Research improvements, but I'm often on different pages on different planets. I rarely build 2 planets to be exactly the same, due to the different bonuses planets can have, as well as differences in adjacencies etc.

For instance, I like to have a "small" planet near my Manufacturing Capital that focuses it's structures on the Military structures to enable adjacency bonuses, and then have it sponsor the same Shipyard as the Capital. Works wonders. Depending on the amount of Starbases I can fit around a planet the amount of population/farms will also vary, as will the amount of entertainment buildings. Some games will also see me using more "filler" buildings, such as the Ideology Buildings.

 

Quoting El, reply 25

asking a questing and venting frustration at lack of common sense is troll? Hmmm ok here's troll... may your  next game be awesome and you think you are doing great, then before you can notice you go below 0 money. Good luck with that.... research and shipyards N/A and nothing you can do to change it back. However this problem has been fixed thanks to Naselus.

reply prediction " i wouldn't be so dumb like you to let my empire go below 0 gold in the first place". You win. GGWPGL
End of El's quote

If I may ask, why/how do you run out of money without expecting it? You can clearly see your projected income, and can then react beforehand. I'm sorry to say so, but this isn't Quantum Mechanics. If I need money, I simply churn up the global Wealth production, you don't need the planetary sliders/wheel for that, I find it amazing that you would think so. If you need money, do you go to every single planet and crank up their Wealth production?

 

Another question, have you even read my posts about the advice, or did you just want the sliders and that's it without lisltening to anything? I'm simply curious.

Reply #28 Top

Somebody said in this thread that he routinely builds one farm per 3-5 factories.  My own research indicates it's wiser to build just one factory as the first building, either next to the capitol or on a manufacturing bonus tile.  Then I never build any more factories.  On a big planet I'll have one hospital and as many farms as possible. 

For the last two weeks I've been playing on an excessive map.  I'm now up to turn 360 and I have 125 planets, having conquered half the map.  Now I'm going after the very built-up Dreadlords.  I've never built more than one factory per planet, I've never had money problems at all (I keep the main slider in the NE quadrant all the time), and I'm crushing the 18 AIs in every category.  (I'm playing a "normal" map; time to move up.)

I'd suggest taking two planets of the same size and trying the all-farms approach on one, the mostly factories approach on the other.  You may be surprised.

I'm very glad they did away with the production wheel for each planet.  With 125 planets, that would just be impossible to manage.

Now my main hope is that they'll add a set-up option so that you can play with a limit of one economic starbase per planet, if you wish.  In my current game I have more than 200 starbases, most almost completely built up.  That's too much work.

Reply #29 Top

Quoting Bruce, reply 28

Somebody said in this thread that he routinely builds one farm per 3-5 factories.  My own research indicates it's wiser to build just one factory as the first building, either next to the capitol or on a manufacturing bonus tile.  Then I never build any more factories.  On a big planet I'll have one hospital and as many farms as possible. 

For the last two weeks I've been playing on an excessive map.  I'm now up to turn 360 and I have 125 planets, having conquered half the map.  Now I'm going after the very built-up Dreadlords.  I've never built more than one factory per planet, I've never had money problems at all (I keep the main slider in the NE quadrant all the time), and I'm crushing the 18 AIs in every category.  (I'm playing a "normal" map; time to move up.)

I'd suggest taking two planets of the same size and trying the all-farms approach on one, the mostly factories approach on the other.  You may be surprised.

I'm very glad they did away with the production wheel for each planet.  With 125 planets, that would just be impossible to manage.

Now my main hope is that they'll add a set-up option so that you can play with a limit of one economic starbase per planet, if you wish.  In my current game I have more than 200 starbases, most almost completely built up.  That's too much work.
End of Bruce's quote

I completely agree, my mind was blown once I figured out the connection between Raw production and Population. One reason he might want to keep the amount of farms lower could be due to happiness issues, maybe he hasn't gone far down the Morale tech tree yet.

But yes, once you have those your only limit is happiness. I typically have a "Production" planet with the Power Plant (not the Resource-requiring) with a couple of factories connected. Then I have the Malevolent Morale booster adjacent to to the two "standard" morale buildings (one with a flat +Morale bonus and one with the % +Morale bonus) and of course starbases to pump out happiness. 90% of my planets have 60+ population (with many in the 80+ bracket) and the only ones below are the outlier planets I haven't bothered building starbases near.

It should be noted that I have an obsession with happiness, so I have to keep it at 100% :p

Reply #30 Top

I never noticed a global wheel at the top of the man screen. Huh. So it adjusts your whole civ? I still want individual planet sliders to make specific planets. 

I will try the 1 factory all farms thing and jack up the happiness research

Reply #31 Top

What do military starbases actually do? If a fleet or planet of mine is attacked in the military starbases area it doesnt do anything to help.

Reply #32 Top

Quoting El, reply 25

asking a questing and venting frustration at lack of common sense is troll? Hmmm ok here's troll... may your  next game be awesome and you think you are doing great, then before you can notice you go below 0 money. Good luck with that.... research and shipyards N/A and nothing you can do to change it back. However this problem has been fixed thanks to Naselus.

reply prediction " i wouldn't be so dumb like you to let my empire go below 0 gold in the first place". You win. GGWPGL
End of El's quote

Sorry you are mad. I was just making an observation because it seemed like you were having difficulty with how to properly manage your empire and then jumped to the conclusion that there must be something wrong with the game rather then with your own strategy. My apologies if I misinterpreted.

When I play, I always track my finances, and plan accordingly with how I colonize planets. I don't blame the game and quit out of frustration--I adjust what I'm doing on my planets so my income turns positive or at least stabilizes. Sometimes that adjustment reduces my manufacturing and/or research, but that's part of the balance and trade-offs that go into managing your empire and executing a strategy.

I believe that if you gave thought to your empire's economics output and planned your colonization and production better, you wouldn't need the wheel as a crutch for managing your finances.

Reply #33 Top

Read reply 21 please it assumes you don't know the game very well and tells you where to find the global wheel. You do sound like you are not familiar on the basic game mechanics. Maybe you need to read or reread the manual.

Reply #34 Top

Quoting Bruce, reply 28

Somebody said in this thread that he routinely builds one farm per 3-5 factories.  My own research indicates it's wiser to build just one factory as the first building, either next to the capitol or on a manufacturing bonus tile.  Then I never build any more factories.  On a big planet I'll have one hospital and as many farms as possible. 

For the last two weeks I've been playing on an excessive map.  I'm now up to turn 360 and I have 125 planets, having conquered half the map.  Now I'm going after the very built-up Dreadlords.  I've never built more than one factory per planet, I've never had money problems at all (I keep the main slider in the NE quadrant all the time), and I'm crushing the 18 AIs in every category.  (I'm playing a "normal" map; time to move up.)

I'd suggest taking two planets of the same size and trying the all-farms approach on one, the mostly factories approach on the other.  You may be surprised.

I'm very glad they did away with the production wheel for each planet.  With 125 planets, that would just be impossible to manage.

Now my main hope is that they'll add a set-up option so that you can play with a limit of one economic starbase per planet, if you wish.  In my current game I have more than 200 starbases, most almost completely built up.  That's too much work.
End of Bruce's quote

 

All farms+approval isn't always the best strategy, but now that the wheel is gone, it's pretty close.

 

Say you're running 33% flat global wheel, with focuses. Here's the output of a planet with 10 population, set to manu:

 

manu: 8.7

research: 3.15

Econ: 3.15

Total: 15

 

Now, if we build a factory, here's the output:

manu: 10

research: 3.15

Econ: 3.15

Total: 16.3

 

Here's what we get from adding a farm instead:

manu: 9.86

research: 3.5

econ: 3.5

total: 17

 

Here's the results at 20 population:

 

m:14.5

r: 5.25

e: 5.25

total: 25

 

+factory

m: 16.67

r: 5.25

e: 5.25

total: 27.17

 

+farm

m: 15.66

r: 5.67

e: 5.67

total: 27

 

 

This is about the point where the factory starts to overtake the output from the farms. But 20 population, in the early game, means you need to build and populate 8 farms before the factories become a better investment; even if we account for approval, there is no reason to build any production buildings on a planet until you have 4 farms and 4 morale buildings. Every factory you then build increases the relative value of another farm.

 

The best build queue is therefore somethng like:

 

farm

farm

farm

morale

morale

farm

morale

morale

factory

farm

morale

factory

 

 

Substitute 'factory' for research labs on research planets, and for econ buildings on econ planets. You also have the added benefit that your population is vastly more flexible than a brick-and-mortar economy.

 

It would be quite cool if SD managed to balance it so an agrarian empire with highly flexible production output and few manu/res/econ bonuses was an equal option to a bricks-n-mortar economy that had basically fixed manu/res/econ values determined by it's buildings - so if the Krynn, say, had no manu/res/econ buildings but just lots of pop cap increases to give them complete production flexibility but very poor specialization, while the Yor had fixed, flat manu/res/econ bonuses from their buildings but no means to multiply their production value or increase their pop cap.

Reply #35 Top
naselus, Thanks for the interesting analysis, which I'll have to study carefully. Incidentally, I don't go for a "farms + approval" approach. After my first 10 planets or so, I almost completely ignore approval. In the diplomacy screen in almost all of my games by turn 50 I'm rated #1 in everything except approval, and I'm usually last in approval. That doesn't matter very much, since my raw production is always extremely high. In my current game, my overall approval is only 43, although most of my early planets are at 100%. Lots of the conquered planets are at 0 approval, so building approval modules doesn't help, because a bonus to zero is still zero. On the other hand, some conquered planets start at 100 percent approval, which I haven't studied enough to understand. I wish I knew a way to quickly boost a conquered planet with 0 approval up to SOMETHING.
Reply #36 Top

Quoting El, reply 31

What do military starbases actually do? If a fleet or planet of mine is attacked in the military starbases area it doesnt do anything to help.
End of El's quote

Military starbases typically boost the ships you control in their area of effect, boosting both their offenses and their defenses. Individual weapon/defense techs give singular upgrades, whilst certain other techs grant benefits to all weapons/armor. Fully upgraded (and researched of course) the starbases can easily double the fighting capability of your fleets.

Then there are also other more specialized modules which serve to effectively make your ships move further per turn in their area of effect, and another which slows down the ships of enemies (only factions you are at war with!!).

They also have a larger area of effect than econ/mining starbases (I don't know about Influence starbases as I haven't built those yet).

Reply #37 Top

are you using the govern global slidrs?

Reply #38 Top

Naselus thanks much man! great breakdown.

Nope i played MOO and GC1,2 and i just never looked up for a govern button when i first saw it on a planet screen.

When i ran out of gold the very first time I simply was tired and didn't notice, shrugs. So since I was convinced that the govern planet screen was the only one, i was unable to get my game out of N/A hell.

Reply #39 Top

Frogboy i was "blind" to any other govern button as soon as I saw the one on the planet screen. i will look for it next time i am able to get on.

Reply #40 Top

Slande i was hoping it was something like that. I will look again at the stats of ships nearby it prior to a battle, and see if the numbers jump when engaged... or i'll look at the fleet stats just prior to entering the coverage area of a military base and see if they jump then too.

The bonus application must be "silent" as I was looking for a quick message or something or even animation on the "quick battle"... how cool would it be to see a big zap or missile come from the base :D

Reply #41 Top

Quoting El, reply 40

Slande i was hoping it was something like that. I will look again at the stats of ships nearby it prior to a battle, and see if the numbers jump when engaged... or i'll look at the fleet stats just prior to entering the coverage area of a military base and see if they jump then too.

The bonus application must be "silent" as I was looking for a quick message or something or even animation on the "quick battle"... how cool would it be to see a big zap or missile come from the base :D
End of El's quote

I agree, having some visual effect from the starbase would be truly kick-ass  |-) I would be all for that!

The bonus application is "silent" in that it gets applied as soon as your ships enter it's area of effect, you won't have to wait until a combat gets initiated. It does wonders for your Military rating, and it can help keep the AI from declaring war on you, as it thinks you are upgrading your ships.

Reply #42 Top

The most important use of military starbases is to extend one's range on very large maps.  I'll sometimes have a series of six or more set up to let me get my fleets to remote corners of the galaxy.

 

I rarely invest in all of the military starbase upgrades, because even at the absolute very highest level on everything, they're no match for a medium-sized enemy fleet.  So I protect them with ships where necessary.  It can be a problem if one is blown up, cutting off your supply lines, and leaving an attacking fleet stranded and unable to attack anything because it's all now out of range.

Reply #43 Top

I dunno, it seems like Cultural or Mining starbases are better for extending your fleet range, rather then Military starbases.  With Culture starbases, you grab more of the map and with Mining starbases, you grab more resources for better equipped fleets.

Reply #44 Top
Well, mining starbases are better than military ones for extending fleet range, but only if there are worthwhile resources in the right place. Military ones are better for optimal range-extension in most cases, in my experience. I've experimented with cultural starbases for the same purpose, but I don't care that much about grabbing more of the map that way. I never play for a cultural victory. I always go for conquest (with research also enabled if a game gets boring). No doubt I'm missing some options, but I rarely use the mining resources, although I'm fanatical about grabbing them. They're helpful in my experience for some support ships, such as prototype survey vessels. But I almost never use them for main fleets. I keep playing this game, of course, because there are so MANY options on everything!
Reply #45 Top

Quoting wuphonsreach, reply 43

I dunno, it seems like Cultural or Mining starbases are better for extending your fleet range, rather then Military starbases.  With Culture starbases, you grab more of the map and with Mining starbases, you grab more resources for better equipped fleets.
End of wuphonsreach's quote

One thing the Military Starbases can do for you that the others cannot, is increase the speed of your ships. Having a Network of Military starbases enables you to have ships with more than 100 moves / turn with only 2 Stellar Folders installed. Pretty effective on larger maps to be reactive.

Reply #46 Top

I find it strange that anyone who has played Galciv2 would be caught out by money?

 

When i was first playing Galciv2 it was a real baptism of fire!! hehehe, it is a financial basket case that game, seriously! But good practice for playing Civ4.... because there seems to be a general movement in gaming towards tormenting players financially?? funny.

Reply #47 Top

I'm putting 2/3's of my production into money. I could use some advice in this myself. Specializing planets other than production doesn't seem the answer. It just take to long to build or research anything. Morale is doable just not right off the bat.

Reply #48 Top
I never have money problems. I always have plenty of money for a big military. And I never put my production more than about 15% into money. What is the secret? Spam farms and hospitals. High population directly equals raw production (times bonuses). Also, don't overlook the government techs, which give huge bonuses to raw production. Incidentally, I never build markets except on special resource tiles (like gems). Farms are more valuable.
Reply #49 Top

Translation if you play the Yor focus on assembly more thanks.