Production overflow not working

I am in a late game in an insane size galaxy with 60+ colonies. When I colonize a new planet, the base production rate is over 100 per turn in manufacturing alone. Since factories cost only 30 each, I should be able to complete 3 factories per turn (and make progress on a 4th), but instead I complete 1 per turn. This is nonsensical. I get the same effect in shipyards, where 1000's of points of production are wasted each turn on ships that cost well below the production level of the shipyard. In research, I have over 20k RP's per turn, and the extra RP's are getting wasted on techs that cost less than 20k to research.

Can we get a patch to fix production overflow so that it works? Can we get a research queue so we can overflow that properly as well?

12,033 views 19 replies
Reply #1 Top

it works...

and only getting 1 improvement/ship per turn was a design desicion

 

you can get multiple techs per turn, thought it works bad with specialisations (you always get the one on top)

Reply #2 Top

in that sort of a situation are you swimming in money?


I'm pretty sure that excess production is converted at some nominal rate into cash....    

Reply #3 Top

Quoting Taslios, reply 2

in that sort of a situation are you swimming in money?


I'm pretty sure that excess production is converted at some nominal rate into cash....    
End of Taslios's quote

 

thats how it worked in GC2, in GC3 excess production is stored (you can see it when you hover over the queue)

Reply #4 Top

Build more expensive ships. 

Reply #5 Top

Quoting ManiiNames, reply 4

Build more expensive ships. 
End of ManiiNames's quote

So all ships other than carriers becoming irrelevant late game?

Reply #6 Top

Honestly I've never cared enough to see where my economy in the game is coming from... but I think that excess production that would "drop off" after one turn is then turned into cash...

Most of the time by late game I'm usually making over 15k a turn...

 

Reply #7 Top

Space for space lots of things cost more than fighter bays.

Reply #8 Top

Quoting mortili, reply 1

and only getting 1 improvement/ship per turn was a design desicion
End of mortili's quote

That's a poor design decision. It slows down the game for no good reason.
 

Quoting mortili, reply 1

you can get multiple techs per turn, thought it works bad with specialisations (you always get the one on top)
End of mortili's quote

The only way I have seen this happen is when I find a multiple anomalies that grant tech completion on the same turn.

Quoting Taslios, reply 2

in that sort of a situation are you swimming in money?
End of Taslios's quote

Yes, but for unrelated reasons (my minimum net income after expenses per turn without incurring coercion penalties is over 5k in this game - all without having built a single wealth-related building).

Quoting ManiiNames, reply 4

Build more expensive ships. 
End of ManiiNames's quote
 

Sometimes this is OK, but other times it isn't viable. When I am building constructors for mass starbase upgrading, I shouldn't be limited to one per turn when they cost 1/5th of my total production (using custom constructors built on huge hulls with tons of construction modules on board).

Some of the problem can be worked around by building more expensive ships, but that's just a band-aid - it doesn't fix the underlying issue. At the core we have a system that is badly broken for no good reason. It should be fixed.

Reply #9 Top

Starbase building bit is changing in v1.7, hopefully out tomorrow.  I do understand what you're talking about w the starbase building ships, I experience the same problem.  One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels.  What I have been experimenting with lately is investing that effort into just killing my opponents.

Reply #10 Top

Quoting ManiiNames, reply 9

One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels.
End of ManiiNames's quote

I thought they didn't stack; I'll have to run a test on that.

Reply #11 Top

They do stack. If you have extended range starbases you can put a LOT of them around a planet. 

Reply #12 Top

Quoting ManiiNames, reply 9

Starbase building bit is changing in v1.7, hopefully out tomorrow.  I do understand what you're talking about w the starbase building ships, I experience the same problem.  One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels.  What I have been experimenting with lately is investing that effort into just killing my opponents.
End of ManiiNames's quote

1.7 won't be out today, but we are working on getting an opt-in out soon.

Reply #13 Top

Quoting pshaw, reply 12


Quoting ManiiNames,

Starbase building bit is changing in v1.7, hopefully out tomorrow.  I do understand what you're talking about w the starbase building ships, I experience the same problem.  One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels.  What I have been experimenting with lately is investing that effort into just killing my opponents.



1.7 won't be out today, but we are working on getting an opt-in out soon.

End of pshaw's quote

 

Will the opt in for beta of 1.7 be out today?

Reply #14 Top

Quoting ManiiNames, reply 11

They do stack. If you have extended range starbases you can put a LOT of them around a planet. 
End of ManiiNames's quote

Welp, tried it out, and yes they stack. That's grossly effective.

Reply #15 Top

Yes, it is. 

Reply #16 Top

This thread is a good indication that there is a bunch of new blood playing the game. Congrats Stardock.

If you have extra social manufacturing on a planet it gets stored in that planet's overflow. Hover over a blank spot in the queue to see how much you have stored. You can use this to your advantage to, for example, build expensive buildings in one turn or turn off social production to focus on research, wealth, or military, but continue to build improvements and upgrades on the planet. Be careful when queueing a "project" on planets with overflow. Projects swallow up all of the overflow, so make sure it's how you want to spend the excess. Beware that the benefit of some projects is capped. For example whether you have 1,000 or 10,000 social production in overflow, if you do birthing subsidies you will max out at 1.0 population per turn (I think), and your overflow will be gone after the turn. The military subsidies also eats up the overflow, but that production does NOT get sent to the shipyard (it's a bug, we think).

Shipyard overflow operates very similarly. One tactic I like to use is to chug out cheap constructors during the starbase spam phase. Assuming I have more than enough production to build one constructor per turn, it will store up production in overflow. Then when I'm ready to start chugging out military ships I have enough stored up to push out a ship per turn for several turns.

Conversion of production to wealth is a GalCiv2 thing. It is done in GalCiv3 through playing with the wheel, using planet focuses, or the wealth project. It's quite an inefficient conversion though so I prefer to make use of manufacturing as above.

As of the last time I played you can get a max of 5 starbases covering a planet and the bonuses stack. It's more if you unlock the sttarbase range techs, and I thought they were considering lowering the "distance between starbases" from 5 to 4 so you could maybe squeeze in more.

Reply #17 Top

If you use the Vigilance trait you can pretty easily get seven economic starbases around a planet.  Six in a ring plus one close in next to the planet itself.

Reply #18 Top

Quoting ManiiNames, reply 17

If you use the Vigilance trait you can pretty easily get seven economic starbases around a planet.  Six in a ring plus one close in next to the planet itself.
End of ManiiNames's quote

Even without sacrificing any traits you can with careful planning boost a planet by twelve starbases - of course this is when you use the starbase range extender modules. Economic starbases were ridiculous overpowered at 'starbase placement spacing' of 5 let alone now at 4.

Reply #19 Top

Quoting eviator, reply 16
Conversion of production to wealth is a GalCiv2 thing. It is done in GalCiv3 through playing with the wheel, using planet focuses, or the wealth project. It's quite an inefficient conversion though so I prefer to make use of manufacturing as above.
End of eviator's quote

It's a GC2 thing I'd like to see come back. The way the Econ, Military, and Culture projects work now seems to be pretty wasteful for long games on very large maps. Doing all that slider jiggering is way to micro for me, and I made countless posts about wanting *more* micro options back in the GC2 era.

Also, yes, it is good to see new folks playing GalCiv. I don't follow the game biz very closely, but as far as I know there still isn't anyone out there who loves 4X TBS games as productively as Brad, Paul, and crew. (I made the mistake of getting all excited by the prose about MoO4 before actually looking at the beta at work. Unless they make a large number of significant changes, I suspect it will end up somewhere midway between MoO2 and 3. But I flirt with threadjacking here, please forgive...)