Wes Meador Wes Meador

Late-game Income problems...

Late-game Income problems...

I'm playing a small/Normal game and have ended up in more or less a stalemate with the Arcean/Drengin alliance. The real problem is my revenue keeps decreasing due to maintenance, I guess. I currently am at 62% tax rate (71% morale) and my Spending rate is 8% and I keep LOSING MONEY! I can't do any research at all (I'm doing Near Omniscience - everything else has been done). If I put anything into research my revenue goes negative immediately.
I've built every income-producing improvement that is available. My trade is maxed at 9 routes (average about 100 each) and I have a small lease cost (100bc).
There are also some strange things happening when I adjust the tax rate. For example, if I up it 1 point, my revenue actually DECREASES. Same thing if I lower it 1 point as would be expected.
I think there must be a bug here (v1.03.a57). Anybody know what might be happening?

~SDC~
4,191 views 28 replies
Reply #26 Top
Za H, you said,

"I am aware that research spending does not suffer diminishing return penalties at high level".

I'm confused about this bonus buisness. For example, I'm at a point at my current game where I increase the tech spending slider and my deficit gets larger. Wouldn't this reflect somekind of penalty?
Reply #27 Top
Jay Thomas: I haven't tested it, but I have a theory on this.

Let's say you have a +20% military production bonus, but no social bonus (not common, but possible). You have a small empire that you can fund to 100% social production with 100BC/turn (with military/research at 0%). However, since your military production is higher, it would cost 120BC/turn to fund it to 100%.

I'm thinking that research either has a higher capacity, or is more expensive (less free?) somehow, which would explain this.

Does that make sense? I've seen this before, and towards the end of the game, maxing out research can be 2-3 times more expensive than maxing out either military or social projects.
Reply #28 Top
Jay:

Check out this thread. I used production as an example but it applies equally well to research...

http://www.galciv.com/forum.asp?BID=GS&id=55141#56271

The only complication here is that research bonuses are progressively cheaper at higher levels (i.e. more and more free bonus relative to paid bonus) which can supress research costs slightly. If you have some huge +400% research bonuses however, it is still going to cost you dearly to fund it at 100%.