Only thing i dont like about the game

The game is great and way better than MOO3, except for one thing, the fact that every planet has to have the same mil, soc, and research levels. I dont see why its not possible to have some planets that have a good social infrastructure to focus all thier production on military items and not have them wasted. And just the opposite when sometimes i colonize a planet later in the game i would like to pump everything into social production without having to alter the production levels of my entire empire.

If the designers would simply do something like allocate military production to social production if no project is chosen and vice versa this would help a lot i think.
465 views 11 replies
Reply #1 Top
This was possible in the old OS/2-verion..I dont know why they didnt implemented it in the windows-version. Perhaps they didnt like that level of micro-management. I think we discussed it in the alpha/beta/gamma somewhere but I dont remember, sorry.

Any stardockers that know why that decision was made?

~SDC~
Reply #2 Top
I agree with that. The new planet don't need any military or research, they just need to get some buildings buit.

Maybe this will be added in a patch? Also hopefully you can make it so if we don't build anything that money is carried over to our revenue and not eaten up by nothing. :)
Reply #3 Top
Lol was indeed a looong time ago, I found it in a post by frogboy from 15th of january 2002:

"It would be highly unrealistic.

Just because you're good at say research does'nt mean that you can easily take that and put it to say building tanks. Similarly, just because you're good at building star ships doesn't mean youc an just take unused manufacturing capacity and turn it over to building a factory.

They are quite seperate things.

That's one of the reasons why we have tried to globalize some of this. While the details screen will let you tweak things to a degree, the overall idea is that, as leader, you have to make some tough decisions and those decisions tend to be more global than local often times (with some modification at the local level)."

~SDC~
Reply #4 Top
(gaah hmm perhaps not a good idea quoting posts from the alpha-time when I think about it. will not happen again, Brad)

~SDC~
Reply #5 Top
Hmm, ya that quote kind of doesnt make sense to me. I dont see why a planet with no infrastructure simply cant pay the people who were suppose to work on building a large ship, to build a large building instead. I mean if theres one thing thats been constant in every strategy game ive ever played and loved (civ, stars!, moo1, moo2, etc) its that there is at least some sort of specialization you can implement between planets/cities.
Reply #6 Top
Not having any infrastructure isnt the same as not having any people skilled at it tho. If you choose to have them unemployed it's your call..

~SDC~
Reply #7 Top
VGAP (a TBE - turn by email game) easily manages to that level and even beyond. Unfortunately, it has never been upgraded to a single user environment like GalCiv. Although you could "host" your own game on your PC.

AA
Reply #8 Top
But sure, they might be able to do some handyman-work on the ships tho, but the shipbuilders union probably wouldnt like it LOL

~SDC~
Reply #9 Top
I think the biggest thing against that argument is that at any time you can have every one of your planets across the galaxy doing nothing but research or military or social. However, you can't have planet A be doing nothing but research and planet B concentrating solely on social projects at the same time.

For that matter, the way it is setup now, you're not really reallocating people (work force), you're just reallocating your budget. This month we're putting a lot of funding into our social projects and next month we'll dump it all into research dollars... last month our military and scientists were unemployed (or doing bare minimum to maintain their current structures/ships) and next month the contractors are all unemployed and the scientists are getting a funding landslide.

~SDC~
Reply #10 Top
Well then diminishing returns could fix that easily. Say you have 6 military production and 6 social production. You could switch it all the social production but it would only give you half the amount for a total of 9. This could represent the inefficiency of putting people to work on tasks which they are capable of doing, but not really trained for.
Reply #11 Top
As a player of Gal Civ and Gal Civ 2 on OS\2 I can say I find it much easier to globally set the sliders then trying to keep track of which planet is doing what kind of production. I have enough information to keep track of.

One thing I didn't have in the OS\2 version, and that I am apparently way under utilizing, is starbases. While I tend to park a couple on resources, I hadn't thought about just building one and upgrading it in sectors without a resource to harvest, but where I have planets building star ships and social programs.

Jeff

~SDC~