Design Limitation?
from
GalCiv2 Forums
Bear with me here, and let me know if I lose you. This is a little hard to explain without visuals.
The 3 way slider bar that allocates spending between the 3 areas of Military, Social, and Research is basically acting like a built in governer on all production. By this, I mean that even if your Industrial Capacity is set to 100%, it is impossible to actually GET 100% of all possible production you have available on any planet. About the only way you could do that is to produce buildings on every planet that effectively has an output of military, social and research that mirrors the ammount of resources set aside in the slider bars.
Example:
At my capitol, I have an Industry of 24 and Research of 24. On the planet where my capitol is located, I ALSO have a basic factory on a sqare with a 300% manufacturing bonus.
This gives a total industry of 56 on that planet (24 from capitol, 8 from basic factory, 24 from the 300% bonus)
This also gives a total of 24 possible Research from capitol.
Since my Industrial Capacity slider is set to 100%, I SHOULD be able to get 100% of all my available production on my capitol planet of 56, provided I have enough money (which I do).
However.... Since there exists a slider that divides the production between the 3 areas of production, its impossible to get the planet to actually utilize all possible output. Those 3 sliders are effectively acting as a governer to production. About the only way I can imagine it would work is if you figured out the math to make sure all output on every planet you own was exactly the same as well as equal in proportion to your 3 way slider.
Im just curious if this was the original intent? As it works now, you can effectively change the production around a little bit depending on what you currently need "Right Now" while not having to make too many changes to what you have produced on each planet. The only 'fix' would be if you had an economic slider bar for each individual planet, and even then unless the production was exact, you would still have wasted potential production. (even at 100% capacity)
The 3 way slider bar that allocates spending between the 3 areas of Military, Social, and Research is basically acting like a built in governer on all production. By this, I mean that even if your Industrial Capacity is set to 100%, it is impossible to actually GET 100% of all possible production you have available on any planet. About the only way you could do that is to produce buildings on every planet that effectively has an output of military, social and research that mirrors the ammount of resources set aside in the slider bars.
Example:
At my capitol, I have an Industry of 24 and Research of 24. On the planet where my capitol is located, I ALSO have a basic factory on a sqare with a 300% manufacturing bonus.
This gives a total industry of 56 on that planet (24 from capitol, 8 from basic factory, 24 from the 300% bonus)
This also gives a total of 24 possible Research from capitol.
Since my Industrial Capacity slider is set to 100%, I SHOULD be able to get 100% of all my available production on my capitol planet of 56, provided I have enough money (which I do).
However.... Since there exists a slider that divides the production between the 3 areas of production, its impossible to get the planet to actually utilize all possible output. Those 3 sliders are effectively acting as a governer to production. About the only way I can imagine it would work is if you figured out the math to make sure all output on every planet you own was exactly the same as well as equal in proportion to your 3 way slider.
Im just curious if this was the original intent? As it works now, you can effectively change the production around a little bit depending on what you currently need "Right Now" while not having to make too many changes to what you have produced on each planet. The only 'fix' would be if you had an economic slider bar for each individual planet, and even then unless the production was exact, you would still have wasted potential production. (even at 100% capacity)
And yes, it did cause havoc with micromanagement in the late game.