Star Base Mining question

I have a starbase / resource mining question. In one sector with no habitable planets, I found an "Economic Resource". I put a starbase there, and put every mining enhancement I had (pursuant to my technological advancement) on it. The result was : Mining Bonus (Economic Abilities +68%) I happily played many turns in this state, then I began to wonder.

So, I saved the game, then played a turn. Then, I reloaded the game, disbanded the starbase on the economic resource, and played the turn. Here are my results

........ With Starbase ............... Without Starbase
Income
Taxes: ...... 620 .................... 620
Trade: ...... 637 .................... 637
Tribute: .... 445 .................... 445

Total: ..... 1702 ................... 1702


Expenses
Military: ... 462 .................... 457
Social: ..... 248 .................... 248
Research: ... 710 .................... 710
Maintenance: 336 .................... 336

Total: .... 1756 (57%) .............. 1751 (57%)

the only difference I see is that I'm no longer paying maintenance for the Starbase. Are the benefits the starbase mines permanent? Once you've mined them they are yours forever? Or is there some other benefit that I can't see on the economic screen?

Very confusedly yours, (:(
dac_61

[Edit] forgot, spaces don't make for very good tables in HTML :-)


[Message Edited]
[Message Edited]
423 views 12 replies
Reply #1 Top
I believe there is a lag in the update of abilities pursuant to the destruction/disband of a starbase. Can you press turn once or twice more and see if anything changes?
Reply #2 Top
Well, I ran this experiment in Sept 2208, then I ran the game out to Jan 2209, and the only thing that happened was in Nov, my tax income fell from 620 to 584. Not as large a difference as I was expecting
Reply #3 Top
More to report. I looked at the game again, and in November, my Economics stat fell from 116% to 48%. So, that tracks (wonder why it didn't happen immediately). However, the only repercussion of my Economics stat falling was to have my tax revenue go down from 620 to 584.

so, I'm curious, what exactly does the economics state modify? The Weaponry stat isn't even that obvious. I have battleships (no experience) cruising around with Attacks of 28. Their base is attack is 9. My Weapons stat is 159%, that only yields (9*1.59) + 9 = 23, not 28.

Any FAQs out there as to exactly what all these stats are multiplying?

Thanks
dac_61
Reply #4 Top
The attack value of an individual battleship might be modified by improvements on the battleships' homeworlds, like shipyards and star ship foundries and things.

Income is more complicated. I hope I'm recalling this correctly. There is a base income you get from a planet, regardless of population, which is based on the planets PQ. Then there is a contribution from the population. The economics stat modifies the contribution from population only. So if you have a bunch of planets with low population, then your economics stat will have a very small effect on your total income. If you have planets with very large populations then your economics stat will have a larger effect.

Also, income from a planet is capped at something like 4xPQ, and any additional income is severely penalized. You might be running into that penalty.
[Message Edited]
Reply #5 Top
Verrry interestink. I'm pretty sure I've hit that cap. I launched a full Combat Transport from Earth, and it's income didn't waver a bit.

So, you're saying once a PQ 20 planet is producing between 80 and 90 bc a month, I can forget about adding any more economic improvements to that planet? (Like Stock Exchanges, etc...)

:notsure:
Reply #6 Top
Yes, you're right that additional econ improvements stop doing much good after a certain point, as you discovered with the starbase. Sad, huh?

I just remembered where that information on PQ caps came from. Bear in mind that this was written for a much earlier version of Galciv, so the details may have changed (for example it may be 5x PQ now or something).

The page is in the Encyclopedia. For some reason I can't link to it but it's called "economics in Galciv." The relevant part is excerpted here:

First, your taxes collected are based on the population of your planet. The more people there are reporting themselves as citizens, the more taxes you can collect. Raises taxes and people disappear. They’re not dead. They simply are no longer filing taxes.

Now, if your taxes collected surpass 2 times the planet quality, then you start to take penalties on those taxes.

So that class 20 planet is going to bring you 40 in taxes without any penalties. But at 41, the penalties start showing up. They are very mild though until you reach 4 times the planet quality so at 81 in this example you start to take heavy penalties.

Why do this? Because we wanted to make it intuitively obvious that he that controls the best planets is going to do very very well. The goal isn’t to try to colonize the most planets, the goal is to control the very best planets. Otherwise you’d find someone trying to colonize every class 12 planet or better out there eeking their way up.

And there are penalties for getting taxes out of people “living” on a class 14 or lower planet. But can you blame them? And anything under class 12, well, you should be just happy they’re not suing you for putting them on that world.

There’s one additional undocumented gotcha. If your treasury exceeds 25,000 you start to take a slight graft penalty. There is a crime fighting ability that can decrease graft but it’s very hard to improve that ability. But if you’re letting your treasury build that high, there’s something wrong with your government anyway.
[Message Edited]
Reply #7 Top
I think Frogboy posted more details about this on the forum but I don't remember exactly where. If you're really interested you can try to find it.
Reply #8 Top
Thanks very much. They apparently worked very hard on the "interesting choices" part of this game. In my latest game, the Altarians are getting too big for their britches, but a look at my trading screen, and they're providing me with far too much income for me to risk attacking them. What to do, What to do. :-)
Reply #9 Top
(wonder why it didn't happen immediately).
End of quote


Not too sure why there is this lag too. Same goes with the AI so you should remember that when you take out say their military SB.

In my latest game, the Altarians are getting too big for their britches, but a look at my trading screen, and they're providing me with far too much income for me to risk attacking them. What to do, What to do.
End of quote


Suggest you bribe them to attack someone or someone to attack them.
Reply #10 Top
Another thing to remember about economic percentages is that they all add up rather than multiply...
Say the population tax on a planet would normally be bringing in 10 per turn.
You have a civilisation economic bonus of +50%, and various economic buildings on the planet giving another +80%.
Total: +130%. Modified income: 23.
If you get +68% from a new starbase, you might expect it to increase the planet income by 68% of its curent value,
from 23 to 39 or so.
Instead, it will increase it by 68% of the base value, so it will be more like 30 a turn; less than half the increase
you might have expected, even if no capping occurs.


~SDC~
Reply #11 Top
I'm also annoyed by the "economic resources don't matter after a certain point due to 4xPQ cap" problem.

The solution is that an economic resource should grant a cap exemption. That is, the taxes cap should be increased based on your economic resource bonus. The galactic stock exchange should grant a similar bonus.

Having the caps is a good idea. There really should be a distinction between "pre-cap" and "post-cap" bonuses.
Reply #12 Top
the Altarians are getting too big for their britches
End of quote


Bankrupt them - it doesn't seem to affect trade.

Alex


~SDC~