Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
The limits and the possibilities
Published on March 11, 2006 By Draginol In GalCiv Journals

I've been reading a lot of discussion both here and on other sites about ideas and suggestions players have for Galactic Civilizations II.  Stardock, I like to think, is reasonably well known for implementing pretty significant changes into its software well after release.  If we think something is a really good idea and it won't dramatically change the product, we'll seriously consider implementing it.  We've been doing that since the first software products we released over 10 years ago.

Of course, the question is, what constitutes a change that is too dramatic? And how can we determine whether a given idea is something that's good for the game or not?

Before we start out there, I should make a clarification on something.  I've seen threads where people will say "Yea, but Brad says it's working as designed so he obviously thinks it's great."  That's not what I mean when I say that.  The context is important. 

As an engineer, I try to be precise as I can be with my words. That's one of the reasons I'm so wordy. What I write tends to be full of qualifications. One of the things I tend to object to strongly is when someone will take a design choice they disagree with and simply label it as a "bug".  A bug, to me, is something that is not working as designed.  Someone may not like a given feature, but if it's working as it's supposed to, it's not a bug. But that doesn't mean that we think it's the end-all be all feature.

One of the areas I want to tackle in the post release is the economic system of Galactic Civilizations II.  But I don't want to do it alone. I want to hear what other people think too.  But such discussions can be problematic.  As with any on-line discussion, disagreements will break out.  With people all around the world, many with strong opinions, you inevitably end up with some people who will state their opinions as facts. "This is how game X did it. Do it like that."  There is no single "best" solution. We all have our own ideas. What we can do, however, is build a consensus to some degree.

Economic Systems & Strategy Games

Some parts of the game I feel strongly about, other areas are open to significant change.

For example, in Galactic Civilizations II as leader of your civilization you can set your tax rate -- the money coming in from your people.  And you can set your "spend rate" which determines what % of your industrial/research capacity to make use of.  I believe that governments should be able to intentionally have deficit spending.  I believe that your financial income should not be tied to your industrial capacity. If you have the factories and labs to do it, you should be able to make full use of them regardless of your income. It's called deficit spending and it's practiced by many governments.  Your population will get angry if you go too far into debt. And right now, we have a -$500 debt ceiling. 

Having taxation and spending separate is something I'm married to. I like it.  I realize it's more complex than in some other games but of the other systems we've contemplated over the years, I think it provides the best balance between realism and simplicity.  People are free to disagree of course.  That's natural. Some % of people will not like it.  But I think most people understand it.

So let's talk about the part of the system I'm not married to -- the UI representation of it.

So you have your spend rate -- the % of your industrial capacity that you want to make use of.  Then the question is, where do you want that industrial capacity to go?  There are 3 sliders that control how that spending is funneled.  The three sliders allow you to decide how much to fund your factories and research labs.  Military and social spending goes into your factories which produce more planetary improvements and build your ships.  Research spending goes to your labs and is converted to research points that go to getting your next tech.

I don't think it's that complicated and judging from the various forums I read, most people understand how it works. But not everyone. Some people don't understand it and others just don't like it.  The group that doesn't understand it tend to be the same people who don't understand why taxation and spending aren't linked because "game X does that".  Part of the reason I put in having taxes and spending be separate was out of frustration with other strategy games that tried to act like ones money income was somehow tied to their industrial production. As if the Germans in World War II could simply have bought more armies with money (yea, I know you can quick build but it comes as a very steep price -- on purpose). Industrial capacity has nothing to do with wealth. Hence the division.

Rhetoric

I confess, I get defensive in response to rhetoric.  I tend to have an aversion to absolutes or people giving their opinions as facts. Every game that has an economic system is going to have people who think they have a better idea on how to do it.  We obviously like our system. We think it works pretty well and we think most players think it's fine too.  But that doesn't stop us from trying to listen and make improvements to make it even better.  But when some player asserts something is "broken" that makes it sound like it's a bug and then puts us in the position of having to defend our design decision. 

Every element of the game is a choice. Why only 5 planets in a solar system? Why not 9? Why do we allow millions of people to come into the tax system in a given week? There's so many design choices that have to be made but at the end of the day, our goal is to make the game fun.  But one man's fun is another man's headache.  I've gotten emails from people who simply can't play the game as long as Earth and Jupiter are on the map in the wrong scale (Earth is much smaller than Jupiter in real life but we try to scale things so that they're usable on screen).  Heck, I should post some of the emails I get, you'd be shocked at some of the stuff.  I got one today from someone who claimed they were returning the game because all the alien races are humanoid. I kid you not. Hey, at least they're not all humans with different nose ridges!

Rhetoric matters.  When someone comes onto the forum and makes a post entitled something like "Map system totally broken" and it turns out it's because we use squares instead of hexes or because the moon rotates around the earth in clockwise or whatever it puts us on the defensive.  I think that's just human nature.  I realize some people find it tempting to say "Everyone with half a brain knows that the moon rotates counter-clockwise around the earth!11!1" But when you're on the receiving end and you know pretty certain that 99.9% of people don't care which way the moon is rotating because it's just a cool graphics effect, it's hard to champion changing it (incidentally, we are going to tweak that since it's in the customplanets.xml file).

Other Economic options

I have some ideas on economic tweaks that I could see us making.

For example: Social Production.  Social Production could be automatically transferred to ship building when all planetary improvements are done.  This would solve the potential issue of people's economy becoming crazy when all social projects are completed.  And if there's no ship to be built, it would just go back to your treasury.  It wouldn't be hard to do, would only require modest AI changes.  I can assure you the AI would love it.

Another area I could see tweaked is the relationship between research labs and factories.  Right now, spending is rationed between factories and labs.  But that's not the only way it could be done.  Other ways would require some UI thought though to keep it from being too complex. 

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building.  But doing it in an intuitive way would take some thought.

There are many other ways it could be done too.  All would require thought on how best to present it so that it's intuitive to players and doesn't radically change the game.

Conclusions

It's always tough trying to know where to draw the line on improvements. Game developers want to satisfy their gamers -- all of them. And often times, great ideas come from players. The whole starbase concept in Galactic Civilizations came from players for instance.

But you also have to take into account the people want to feel like they're playing on solid ground. That the game they're playing isn't that fluid. Because every change one makes is going to disappoint someone.  So we have to be very careful about how we do things.

That's my 2 cents on that anyway.


Comments (Page 1)
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on Mar 11, 2006
Before I inevitably say anything else I just have to say: Awesome post.

Posters, please respect SD. This is an age where devs/publishers trick you into buying the game, begrudgingly fix the worst bugs, then all the people in charge of the project retire because they sold 500 billion copies and they could care less whether you hate them and will buy their next game. Instead, SD does the unthinkable. They respect you.

Don't screw it up.
on Mar 11, 2006
I completely understand that you guys don't want to make a carboncopy of any other game out there, and try a different approach that feels more natural to you, and at the same time keep complexity reasonable within the scope and focus of the game.

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building. But doing it in an intuitive way would take some thought.


The gripe I have with the spending slider being a separate one, and the other three linked is:

1) You will never be able to utlize full capacity. If you increase one, you must decrease another. It is indeed counter-intuitive since why would the factory workers make such great scientists and vice versa. It could instead be done so that each slider was separate, and you could either make it so that you can go beyond 100% (lets say it's optimal spending efficency) spending / production and put more effort into it, but at less output. In times of need you can focus.

You would still be able to handle financial crizies smoothly, and you wouldn't need to constantly have to worry how much you are wasting.

2) There is waste, even though there really aren't. This waste can never be rationalized since you can put the slider down to zero. Then there is no waste. Also, if you only want to build a few new buildings on a new planet, it will be cheaper to by them at 10 times the price, rather than letting the planet build it themselves, compared to just the opposite early in the game.

3) Global bonuses whose effects are hard to balance and may easily spin out of control. There is local bonuses you can build, and then there are global ones that do not occupy slots on planets. Both of these are additive, meaning that if you are lucky, you may never need to build morale buildings, or similarly, you need to build way too many and won't get many production slots over.

If global bonuses were just global bonuses that affected the local bonuses, then you would still need to build economy buildings, influence buildings, morale buildings etc, and the effects and need of them would be far easier to oversee and handle. Why would the people get a bonus even though they have no infrastructure to handle it locally? Sure, it could be explained by game balance and what works, but in the example of things like morale, influence, economy, these global bonuses and mined resources can easily spin out of control as it is now, without the need for even a single same type building on the planet in question.

Also, I don't know what type of racial bonuses are free and what are not. A bonus of research, production must also be free, since that's what most of the other are, like economy. Otherwise some bonuses would only allow you to increase your spending for instance, while others would give you more money.

4) I don't understand why there is no little feedback. The information is still there in the game, it's just that now if we actually want to see that info to make an informed decision, we have to read between the lines and look at cause and effect. This is clumsy and increases the management part of the game even though this was the very thing you were trying to reduce. I can understand those who don't want to delve too deeply into this, and I can also understand those who actually want to know what their choices mean.

Feedback more of the type - Base > bonus > free bonus > output.


Don't get me wrong now, I like the concept of income and spending, but I really dislike that they are handled all together in one clumsy tool, that forces a player to monitor and find a minimum amount of waste route.

In the end I applaud you for opening up this for discussion, and I hope to see at least some of quirks I find annoying in the game to be addressed. It's hard to please everyone, but right now, it seems to be more about people not too concerned with how economy is managed, and those who would like to know more about it, and those who would like to have increased control to reduce micromanagement quirks with counter-intuitive sliders.

I apologize in advance if my post sounds too harsch, keep up the good work.
on Mar 11, 2006
I really have no real problems with the economic system in this game, i think its rather effect and straight forward.

"For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it."

I think thats a great idea and i believe other players would agree with me. Hopefully that can be added in the next patch

Keep up the great work guys
on Mar 11, 2006
"For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it."

I think thats a great idea and i believe other players would agree with me. Hopefully that can be in the next patch


I agree that this solution is better than the one in place right now, but there are always other apsects to consider. An not so obvious quirk with this is:

Scenario) You have a reasonably developed planet on the borders of your empire. But it does not have enough defense for the moment, and you've seen the AI head towards you. You already have a social buildqueue in place, but you'd like that warship to finish as fast as possible. But you don't want to touch any of the global sliders, since that would hurt overall development too much in your empire - It's not that big of a crize. So you start to remove things from the social buildqueue, but should you also remove the one currently building? It's pretty far along, but if you remove it, you will lose whatever progress you've made so far. Or should the game instead keep progress already made so that after can go back and finish it? Like allowing the player to have local sliders, or ability to halt buildqueues in place?


I just wanted to point out that there are issues with most sides. What I'm interested in is the one that works best, and I think that transfer work better than waste at least.
on Mar 11, 2006
If you want to increase production to your military, use the "concentrate production" icon in the production windows in your colony management screen.

As for Total Spending VS Sector spending:

It's not so much that you turn factory workers into scientists (by the way, that's how Civilization works) but rather that you increase the scientist's funding. More money = more prototypes = faster development.
Same with factories. More funding = more money to buy raw materials = faster production time.
Also, the "spending" slider, to clarify, should be called something more akin to "Production capacity", whereas it means how much of your industrial might you will be using up. It's really just a "Overal" slider - the real meat comes from the individual sector. If you have more research facilities than industries, setting your spending slider to 100% and your research slider to 100%, you'll end up paying more money than if you were putting your miltiary slider to 100%.

As for the social production waste, it's something I live with and don't see a need for a change. It's getting wasted when you're not using it, so fine - I make heavy use of the "concentrate production" icons myself, lowers my waste.
Although, I wouldn't mind having it transfer over to military production if there is nothing left to build - I can't see any "down" points from the current situation.

But I must tell you, Draginol/Frogboy (and all the stardock team) - It's just very refreshing to see a game company be so open about their product as you are
on Mar 11, 2006
Someone actually complained about the Moon rotating around the Earth the wrong way and made no mention that the Earth is a few parsecs Link (several light years!) from the Sun rather than 8 light minutes!!! LOL!

It is impossible to show solar systems to scale on the same map that displays distant stars. I accept this a limitation of the game that does not impact my enjoyment of the game. Space Empires shows each solar system separately and has a galactic map showing the systems joined by Warp points (like Stargates).

I really don't like being charged social production when my planets are not building planetary improvements. Currently, I need to change my focus to military or research to limit the waste which adds to the micro-management of the game and reduces the fun! I would like it work the same as military spending and just go back to my treasury as stated in the manual.

Please when typecasting a floating point value to an integer value, first add 0.5 so that the value is rounded off to the nearest rather than always rounding down. It makes a big different with small values! Brad, you made a post pointing out that a ship with attack 8 receives no benefit from an attack bonus of 10% because the result is rounded down!

Even with these and other flaws, GalCiv2 is still the best 4X Space Game I have played!
on Mar 11, 2006
If you want to increase production to your military, use the "concentrate production" icon in the production windows in your colony management screen.

As for Total Spending VS Sector spending:

It's not so much that you turn factory workers into scientists (by the way, that's how Civilization works) but rather that you increase the scientist's funding. More money = more prototypes = faster development.
Same with factories. More funding = more money to buy raw materials = faster production time.
Also, the "spending" slider, to clarify, should be called something more akin to "Production capacity", whereas it means how much of your industrial might you will be using up. It's really just a "Overal" slider - the real meat comes from the individual sector. If you have more research facilities than industries, setting your spending slider to 100% and your research slider to 100%, you'll end up paying more money than if you were putting your miltiary slider to 100%.

As for the social production waste, it's something I live with and don't see a need for a change. It's getting wasted when you're not using it, so fine - I make heavy use of the "concentrate production" icons myself, lowers my waste.
Although, I wouldn't mind having it transfer over to military production if there is nothing left to build - I can't see any "down" points from the current situation.

Then it doesn't seem like you understood the point I was making about separating sliders compared to having them all on the same one. It is not the same thing, and you do indeed transfer workers from industry to research with the current system.

Why? Because the spending slider is separate from the one with distribution. Hence if I want I want to maximize output in one are I must reduce it to zero in the others. There is no way to maximize output in two areas for instance and skip one. Hence workers indeed must stop to work if I want to increase my research spending even though my I gain a lot of money each round. It certainly doesn't seem like I spend everything I can, now does it?

That is why I'd prefer the spending slider to be split into 3 in regards to social, military and research. Then one can set up an arbitrary efficiency level, where each BC in gives one point out respective category. If I wanted to focus even more effort into one area, like overheat the economy and go beyond optimum production capabilities, I'd get less output per BC spent in this area. This because as you say, one would be able to pour spend a lot more total money overall like this, and perhaps it would make sense to create waste and penalize too extreme specialization. It's a matter of opinion.

You mention that you make heavy use of focus, but then you would actually benefit a lot more and perhaps having to do less micromanagement if spending in areas was tied to planets instead of globally. Again with separate sliders. Some people have suggested this as an alternative as well. I'm not sure about this one.

But in the end you say you don't care, and that's fine, but there are still many people out there who would like to see some change at least. I find the 3-in-1-slider a bit too crude, and I also don't like the waste.
on Mar 11, 2006
For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it.

Please implement it the way you described!
I'm fine with the whole economic system in GalCiv 2, just the detail of wasted social production drives me a little mad sometimes (although I understand the reason for it). Putting idle social production into ship building and back into the treasury if no ship is built solves both the oddity that idle social production is wasted while military isn't and the feared jumping of the budget balance at the same time. Sounds like best of both worlds to me!

...and if the AI is fine with it - even better!
on Mar 11, 2006
Right, this is a long (and conceivably boring) post, you have been warned...

As a professional economist and policy anlayst I thought I should chime in on this subject, comparing the Galciv 2 system to the real world. I mention my credentials to show that while I am offering an opinion it is an expert opinion.

I do not have a problem with the economic system as it stands. The economic system is split into three stages: taxation, allocation and spending as it is in real life.

Taxation has its own slider and as I understand it there is a point at which tax take falls as the tax rate rises (due to lower effective population caused by tax evasion). this relationship is called a Laffer Curve by economists. Congratulations to Stardock for including it (even if they had no idea what it was called).

After revenue is generated it is either saved (budget surplus) or allocated to one of three government "departments", these would be the Department of Science (Research), the Department of Defence (military spending) and the Department of Works (social spending). The spend rate models the spend / save mix and the three allocation sliders model the proportions of total spending (not revenue) allocated to each department.

Once again this is a reasonable approximation of a national budget process. If the idea of all industrial facilities being produced by the government seems unrealistic, consider the social expenditure to be the creation of the necessary infrastructure for factories, farms etc. to exist, the actual facilites could be produced by the private sector and work on contract for the government.

Finally, each department has to try and spend its allocation. It may or may not be able to do this, based on its capability to act. It is entirely possible for a department to get more money than it can use or too little to use its full capacity. This may seem inefficent, it is. This is however a natural part of goverment activity, and should not be changed on realism grounds (opinion, remember).

If tweaks to the economic system were to be made I would suggest the following:

Defecit spending: Draginol is right defecit spending happens, there are good reasons to limit it however. Remember that when a government borrows it has to borrow it from somewhere. Since 1997 lenders have worked out that governments can default and there is a limit to how much they will lend (this actually happened to New Zealand government in 1984, there was a point where it was actually insolvent and nearly had to call in the IMF as a receiver). Furthermore a debt cap prevents inexperienced players from plunging their civilisations into a stag-flationary spiral. if the cap is to be altered I would recommend making it flexible, perhaps let it vary with empire size.

Social Spending: I agree that social spending should not be consumed unless something is being built, government isn't quite that wasteful. I'm not sure that transferring it to military is a good idea either. Why not just dump it into budget surplus, this is what happens to unspent government money in real life (at least it does in my government). if you want to spend it later just up your spending rate (budget rollover) and wear down your surplus again.

All in all I am pleased with the economic system in GalCiv 2 (and the game in general). I think your system is quite realistic, keep up the good work!
on Mar 11, 2006
Draginol I would just like to say you guys have done a hell of a good job on GCII. As a member from the begining of GCI (windows version ) i have seen the amount of effort and time you have put into the past game and are continuing to pour into this one too.

Whilst there are aspects of the game i dont exactly like (ship design screen not scrolling for instance) the majority of the game is outstanding and i base my verdct on the whole game and not just one aspect of it. This game is great no more needs to be said on that side I always look forward to the updates you guys release and the upcoming expansion packs as i know that many things i am not overly 'happy' with will be addressed by these. If they are not then i will just have to put up and shut up . The way i look at it is..'Did i make the game.. A: NO.... Then i have no given right to demand that anything be changed to how i like it!!'

Keep up the good work and dont let the ba*****s get you down
on Mar 11, 2006
I have some ideas on economic tweaks that I could see us making.

For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it.

Another area I could see tweaked is the relationship between research labs and factories. Right now, spending is rationed between factories and labs. But that's not the only way it could be done. Other ways would require some UI thought though to keep it from being too complex.

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building. But doing it in an intuitive way would take some thought.

Just wanted to chime in to say that I would be 100% behind these changes.
on Mar 11, 2006
First, I have to say that I love posts like this from developers! This one in particular since it adresses all the right issues. The gesture that they are willing to change things in their "pet program" to please the cutomers is truly admirable.

I totally agree that taxation and spending should be separate. If I build a fortune early on I would want to be able to use it later without just buying stuff. But there are still things I would like to tamper a bit with. In the other thread, "Fuzzy math", I gave a proposal to move all the sliders down to planetary level to increase the amount of control the player has. When reading the suggestions on different economy control tools in the original post I realise that planetary sliders might not even be necessary. By combining the following to changes we would have a solution with almost the same result with three galactic sliders.

For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it.


and

Another area I could see tweaked is the relationship between research labs and factories. Right now, spending is rationed between factories and labs. But that's not the only way it could be done. Other ways would require some UI thought though to keep it from being too complex.

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building. But doing it in an intuitive way would take some thought.


The way I see it, we have the three sliders as now. The spending slider is gone and it's functionality is more or less replaces by those three sliders. Research has one of the sliders, and it is not linked in any way to the others. What you set the slider to decides how many % of your total research capability is used. 100% all research facilities are used to the maximum, regardless of how much you set the industrial sliders to. Since reseatch is a non-geographical feature (where the research is taking place is not important) one galactic slider is more that adequate.

Industry on the other hand is dependent on location. This is where the combination of the two idéas come in handy.

First, let all unused social production go to military production. If there is nothing in the social build queue, transfer all to military. Leave the way military production work so that we get refunds whenever nothing is built. This way, we can get refunds for both social and military production.

Second, have all planets without a starport only produce social production.They have no use for military production anyway. When they have nothing in their social build queue, it'll go over to military production and be refunded automaticly. Or, just refund it directly.

Third, have the military and social production sliders "semi-linked". This is not as complex as it might sound. Total maximum of the two sliders is 100%. Whenever one slider is lowered, the other is unaffected. The total percentage goes down, we save money. If a slider is raised we spend more money UNLESS it is raised so that the total of the two moves beyond 100%. If that is the case, the other slider is lowered by the same amount to keep the total at max 100%.

This system would have the following benefits:

1. No major rework has to be done. We basically keep all tools, just rewire them to be more precise.

2. You can use your full industrial and research capacity at the same time if you have the funding. No more unused factories and labs.

3. No more worries over social waste. All unused production is either redirected or refunded.

4. MORE CONTROL! You can now have some planets produce only mitiltary production and some both, or have some produce only military and some only social. How? Simple! Only wanna build ship at a certain planet without changing the balance? Empty the social build queue! Only wanna produce social at a planet? Build no starport! Only wanna produce social at a planet with a starport? Have the social slider at 100%! Any unused social at other planets will still go to military, so the planet with no social build queue will still pump out ships or get refunds.

Basically, you wan't a balance at some placets, which is done via the sliders, and all other planets you specialice or max out one or the other type of production. Maxing a planet is easily done via the new tools and dynamics of the game. If you still want different balance on different planets, just keep the focus buttons.

So, what do you think? Good, bad, neither? I love feedback!
on Mar 11, 2006
Draginol:
Another area I could see tweaked is the relationship between research labs and factories. Right now, spending is rationed between factories and labs. But that's not the only way it could be done. Other ways would require some UI thought though to keep it from being too complex.

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building. But doing it in an intuitive way would take some thought.


This would be great.

I mean, as it is now, you are nearly "punished" when you build a new factory/research lab, because if one of the corresponding sliders isn't set to zero, your fab/labs will never operate at full capacity, even with enough money.

I mean I really like the economic system of GalCiv II, but the independence of research/production spending was what I expected, because it seemed, excuse me, more logical to me.

There was a thread one or two days ago which discussed this "problem" ( https://forums.galciv2.com/?ForumID=162&AID=106324 )

But the seperation of taxes from spending is fine and a really good idea, I think. This is a step forward, but the other thing is not so great.

on Mar 11, 2006
#12 Zartax. Yeah, I rather like that solution. It doesn't change much about the game so no major AI or interface and game balance overhauls would be needed, and it would address most of the oddity issues in the economy system right now.

Well, I'm not gonna post anymore in this thread, gonna let all the other players share their thoughts on this. Back to owning Dread Lords.
on Mar 11, 2006
Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes.


Thank god. I thought of this the second I popped the game in. I ususally use peace-time to simply hoarde stuff up, but the inability to transfer high social production to military without using the focus buttons has always bothered me simply because focusing eats away at the research your planet is producing as well. For example, If I had a planet that was completely full-up on tiles with values of M: 30, S: 24, R: 12 (yeah, i'm plugging stuff in here), where's that extra 24 going? At least re-route unused social back to the treasury.

As for the relationship between military and social, I think this should be a planet-specific thing with one slider. Basically, on one end, you have Military and the other end you have Social. Putting the slider in the middle will leave the spending balanced as it would normally be by default (so people who don't wanna futz around with it don't have to), with perhaps unusued social and military being re-routed to treasury. For example, if you want a planet to produce absolutely nothing, then it should be at least producing some cash instead. The reason being that if you have a planet producing only research, for example, then you're not paying any factory workers to put anything into space or onto your planet. You still need to pay the workers for maintenance parts and what not, so it's not a full-on treasury re-routing, but the savings should logically be tremendous if you quit production on a given planet.

With regards for taxes, something I've wanted since I got better at the game was to have independant planetary taxes on top of the global culture tax. For example, some planets are often 'happier' than others. On a planet where I'm managing 98% approval, I'd like to be able to squeeze a bit more juice out of them to help fund my government. For anyone thinking this is unrealistic, I present to you the messed up economy of Canada. We have a country-wide tax (GST) that is a set rate across all provinces, and then each province itself can add a provincial tax (PST) on top of that. As a citizen, I can't begin to agree with all the money I'm losing to taxes, but as a leader in GalCiv2, I couldn't care what my people think so long as my approval rating isn't dangerously low (mimics real life pretty good, if you ask me).

In any case, this can be done with a simple planet-specific slider from 0 to 100 that could tax, perhaps, a percentage in proportion to the economic income for any given planet. For example, a planet that produces only 12bc means it's got a smaller economy and likely a smaller population. I wouldn't tax a 3.8 billion population the same as I would an 8.0 billion population given the choice. Again, this hardly breaks the game because those who don't want to deal with that kind of micro management can simply leave all sliders at 0 and continue to rely on the global taxing slider.

Finally, I'd like to see a sort of real-estate system in place kind of like trade routes or at least a new type of residential starbase to get those angry citizens off an over-crowded planet. The only fix for this at the moment is to simply build transports and launch them into space, but at the same time, this can have a negative effect with your relationships with the AI. For example, if I have a planet that has 17 billion people, then naturally, the approval rating drops significantly. Removing even just 4 billion people can easily get you a 10-20% increase in approval. But let's say that you have a planet with just 7 billion people and your approval rating is high, but as it's in the far edge of your power and closer to enemy territory, it's nice to use it as a staging area for transports. At the same time, up-rooting that many people can allow people on over-crowded planets (ex: the 17b planet) to move and find new lives bla bla bla.

By introducing a new tech for a residential starbase or a new type of colony module designed to go between your own colonies, you could help your population get to other places. However, unlike building troop transports, you shouldn't be able to have any control over how many people get up and move to another planet. All you need to do, in the case of the new colony module, is to establish an immigration route (which you can tax!) from one planet to the other and let the AI balance out the populations as they care for it. This is analogous to people getting up from one State and moving to another, while still remaining in the same country. Perhaps they don't like the local taxes (as mentioned above) or the local government, etc. Again, this won't break the game simply because if you don't spend the time to build the modules or constructors, then it's a non-issue.

As for the residential starbases idea (one or the other, you don't need to implement both), you could limit it so that the starbase has to be within x amount of parsecs of a planet - this way you won't be simulating new planets in space as the starbase will ultimately depend on the planet's economy with ships going back and forth (invisible to us). While the benefit of people getting off your planet is an increase in approval, the starbase itself should have a penalty for its quick-fix purpose. Maybe a hit in production or a discount on taxation. For example, I doubt people would WANT to live on a starbase if it makes no difference in the long run, so to entice your population off the planet to create a healthier society, you offer them a bonus of sorts at your own detriment. That is to say, people getting off the planet and moving into space should give THEM a little benefit for doing so, but you, as the government, ought to have some sort of hit because of it (the price of increasing your approval). This would keep people from flooding their planet orbits with starbases without feeling the effects of a significant-yet-manageable loss in economy. Again, there should be no specific control over the amount of people moving off the planet. This would simulate immigration in terms of people being unhappy with where they are and deciding on their own to get the heck outta there.

Furthermore, with this kind of real-estate economy in place, it allows the xenophobe event to have a greater impact - those planets receiving other planets' population during the event could be easily effected, making the xenophobe event a much larger hit that you must deal with.

All in all, though, as none of this breaks the game, whether or not it shows up in a future patch doesn't really matter. It ain't paramount. Just a few ideas.
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