A different budget allocation system?

get rid of the old galciv 1 system

I really didnt like GalCivs way of funding money to different areas. In the end your just pumping 100% into one area to get something fast, then switching and putting 100% into another area. It was absolutely unrealistic. Could a more natural budget allocation system be created?
32,442 views 18 replies
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sponse to your budget actions. Would this be fun though?

Perhaps you should suggest specific changes you would like to see and these could be debated.

Paul.
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change from military to social production, or to research, etc. The cost would be higher for larger changes, of course.

SMAC had such a system, and imho it felt natural without subtracting from the fun.
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human projects.
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I like Psyringe's idea. It's realistic, not overly complicated, and effective in fixing the problem.
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gnificantly (going from 100% research to 100% military). But I don't know if adding that feature would add to the fun of the game.
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mpire size (# of worlds), then you'd have a system that would add "realism" (grit) without getting in the way of fun. Or am I off my flight path?
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the Bureaucracy statistic. The lower the number, the more flexible the empire.

Am I making this too complicated, or is this a good idea?
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ve to figure out how to get around (something some would find fun, but others would find irritating or a fun drain), or something that is a measure of their progress (yeilding a reward opportunity of improving it).
Reply #10 Top
me change. Makes sense to me. However this addition would complicate the formula a little.

I hope I make sense, my head feels a little muddy today ...
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pending for military spending. But try to run 20%/30%/50%, and you lose a bit from all them, from too much overhead (government-Left hand/Right hand, and political in-fighting).
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ing is even sorta correct, GC2 will end up with a completely different budgetary system. But maybe I'm just way too far out today.
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HOLY SIR I wish I had read this before posting my post in another thread! I DREAD THE DAMN SLIDERS and they are retarded! Make max-min level based on your econ tech maybe and give us ability to auto priorotize so we dont even have to touch the buggers!
Reply #14 Top
Is it just me who doesnt want all this efficiency, wastage and all that stuff? I like it to be really simple. I'm not making money, reduce the government spending slider or raise taxes. My research is falling behind push up the research slider. I've built nearly all of the improvements I currently want/have room for, reduce social spending. Easy. Unlike the original poster, I dont shove my spending 100% into anything, then shove it 100% to something else, as I dont want to stop researching/building ships just to get that factory built faster.
Reply #15 Top
Maybe there could be a max% that you can put into any one area? That max level may be increased by getting tech advances?

I'm not even sure why I'm commenting on this one. I'm happy with the funding system as it was in GC1. If it doesn't change at all in GC2, I'd be totally satisfied.
Reply #16 Top
Civilization-3 handled budget sliders on an empire-wide scale, with a simple percentage of income going to research, another going to morale, and any leftover percentage that you didn't assign going to the treasury. You could also go into individual cities (planets in our case) and assign people to different jobs--tax collector raising money, scientist increasing research, entertainer boosting morale. The combination works quite nicely.

A counterpoint about moving all finances around: We are moving only those finances that we can move, and the sliders are there so players can decide how to spend their money. There is a sense of worry over moving the sliders "too much" and I think that is a healthy thing. It should be possible to do exactly that. For instance, if I decide as Grand Poobah of my race to stop all expenditures of money on ship manufacturing and devote my entire economy to research, then there will be consequences. The enemy will be pumping out ships while I race up the tech tree.

One place that I've felt comfortable with modelling wasted effort is rush-production queues, where you have the option to hurry a given item/queue along for a price. I liked in SEIV where he did rush-job production queues that increased the cost, and then charged recovery time penalty of building at 1/4 production rate for an equal length of time. Then there was the hopelessly convoluted MOO3 which tried an economy-overdrive slider on their worlds and for me it was just a chore tweaking it to the edge of a color change, while the other sliders changed in oddly disproportionate ways, then erased my decisions a few turns later. I wasn't a player in that game, I was just one more hint for the simulation. I give em credit for guts though, because they didn't just pump out another formula game.
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Maybe a compromise is in order? angle and astax and combine or somtin like you tell the game that OK put max funding for military and no fund for social it does it auto and with angles idea:utilize the color thing WITHOUT HAVING TO CHANGE TOO MUCH SO MINORLY because i do want a differnt system GC1 was too simple minded... im sorry it was plus 100% spending in somting felt like it was too much and it only did so much and sort of runied my economy somtimes well as i said we should compromise... and SDS should implement a poll so we can vote on this kinda stuff.... ><
Reply #18 Top
Well biggest problem is no one knows exactly how the system works right now. I mean if you do plz let me know! Either way and I'm only mentionign the unclean game for a point, Moo3 had an efficency system, it made the whole budget allocation more barable, but I hate sliders. Funding levels seem more accurate with a maximum funding lvl, cause 100% it just isnt realistic. And 05? Wouldnt that cause the infrastructure to dissipate? My biggest problem is that my colonies are always at different levels, not all of my colonies are 100% built up, so I can never put social to 0%, that causes stagnation :/ The only one you can usually put to 0% is research,a nd that's just a bad idea. Yeah soem say military to 0, but you are always buildign atleast one or two ships, even if 90% of your starports are idle. Anyway it may be too much to as for a finance system both as sophisticated and at the same time as easy as the ship creation system. But these guys showed us what they can do with ship creation, so now they are victims of their own success. Please impress us with funding!