My take on fixing the main issue with planetary micromanagement is extremely simpl e . Simply add a button next to the wheel called something like ' Maximize planetary development ' that you can tick on/off. What it would do: Whenever the planet is producing something other than a project , set production to 100%. That way you can set the w
ShoGuL
Raw production is.. just that. The difference in production, assuming 100% governance focus on manufacturing, from a pop 10 to pop 20 planet: 6.2 raw production difference, assuming 100% morale (25% production bonus) becomes 6.2*1.25 = 7.75. With 400% manufacture bonus from buildings, that would then becomes 7.75*4 = 31 manufacture (or research, or wealth) difference. This is without taking econo
It's not a stupid question - this really should be visible in the game. Population = more raw production (not to be confused with manufacture). Raw production = (pop^0.7)*2 5pop = 6.1 prod 10pop = 10 prod (when it breaks even) 20pop = 16.2 prod 30pop = 21.6 prod Because you get 5 production base from the colony capital building AND population costs happiness, I would strongly recommend that you minimize happiness buildin
They are already aware of this issue, it was addressed in the Dev video Friday and will be patched in 1.1.
[quote who="Franco fx" reply="10" id="3554723"] Nothing that I posted is intuitive, it is based on a lot of game play with an emphasis on influence. It is not really obscure. If you are into the numbers, they are all there in the mouse overs. I'm really surprised that one of our numbers guys hasn't jumped in and provided detailed formulas [/quote] I posted that before I saw your post, so it was not a direct reply to yours or anything. But I would beg
If you also post the source or how you tested it, sure :) Not really interested in how you intuitively think it works.. that's not useful -- we don't necessarily think like the game designer. Edit: Thank you for the more detailed answer.. that's also pretty much how I would expect it to work, but it's really hard to be sure.
I am sorry to say, but when such an important mechanic (it's a victory condition!) is so obscure, it's really poor game design.
Isn't the formula y=2.1*x^.75 ? That's what I found elsewhere, but if it was nerfed then it's obviously less effective. It's worth pointing out that if you fit in 4 star bases per planet and get the intimidation building (Malevolent ideaology one) for +50% (or more) morale on the planet, you can support a vast amount of pop without use of any other entertainment buildings.
Np :) Note that you pretty much have to do the calculations on the fly since every planet is different, but you get a feel for it eventually. If I recall correctly, the exponential function breaks even' at 20 pop = 20 raw production, so I like to use that as my baseline. If another farm gives, say 4 food (depending on tech and modifiers) and you are at 20 pop, that's about 20% increase in raw production (more like 15% because of base production). Say you have 400% modi
1) Only in so much as higher class can afford more farms 2) 1 food = 1 population 3) See 2. 4) I usually go 1 hospital, 1 farm and 2 approval buildings off the bat, then add more on bigger planets. You'd have to do the math, but you'd generally want more farms / entertainment as you tech up and your % modifiers gets larger, especially from multiple starbases.
Bump.. no one know this? It's pretty vital information :p
Approval means entertainment, anything that gives +morale. Your entertainment center should say "Approval improvement" in the tooltip.
Sorry if this is a noob question, but I found it difficult to test in game. Does it spread purely X tiles from the generator? Or does it add it's influence growth somehow to your total border regardless? In other words, if I have strong influence generators on my empire's borders, does it help my influence at all to "backfill" with cultural starbases in the inner regions of my empire? Does it help at all to, say, build a couple of influenc
[quote who="Arumba" reply="33" id="3553935"] Keep in mind production is never wasted, it is stored. You can find it in the completely idiotically (argument A) hidden tooltip by hovering over the production area. Note that if the production area has a full queue you can't see the tooltip. See argument A for how smart this is. Also keep in mind that if you have stored production, and enough production per turn to finish a project in 1 turn, but without the store
They don't even have to change the code -- just set the pop decay to 1 per turn and it'll be fixed.
They seem to decay by 0.1 every turn if above the max. Since the Yor can easily reach 100+ billion pop on a good sized planet by the mid game, you can generally make 6 pop a turn if you desire. That means the decay effectively eats a turn's production every 60 turns -- much, much less on a Yor manufacture specialized planet.. though the Yor is the only race I wouldn't fully specialize, since it's virtually impossible (read: a PITA) to use the thousands of manufacture you'd get
If they just added a checkbox for "Reroute 100% social manufacture when not producing a project" (with an easier and/or fancier name), I would be satisfied. Put your planets on 100% manu/research/wealth the moment you decide how to specialize them, and don't touch the wheel again unless in emergencies (or in the case of micro'ing production overflow). Right now, there is way too much useless micro that could easily be avoided by a solution as simple as the one a