Brad, perhaps this social idea would be welcome?
Several users came up with it, and seem to like it quite a bit.
from
GalCiv2 Forums
Brad, you've mentioned in a previous post that suggestions on tackling the social waste issue would be welcome. This idea came from a seperate thread (Link)on how the production sliders work, and seems to have been well-received by those who've read it.
I offer it to you for consideration in this new thread, and to other readers as well for their commentary/ approval / disapproval.
The idea is as follows:
a) having the one industrial capacity slider
removing the 3 distribution sliders
c) removing the "focus" in the planet screen
d) putting in 3 sliders in the planet screen that would function as the industrial capacity slider does. E.g., if you had military to 100%, social to 0%, and research to 100% the planet would be spending as much as its factories and labs could handle, directing it all to military and research, respectively, with none towards social.
This system would also provide a way to completely avoid the "Social waste" issue.
When it comes time to upgrade planetary improvements due to a newly discovered/acquired technology, there could be a pop-up screen along the lines of:
"Sire, we now have knowledge of how to construct super-dooper-scooby-doo-Labs. Currently, *X* of our worlds could use this improvement, but are directing none of their resources to social production. What would you like to do about this?
O Purchase the improvements directly on these worlds, for a total cost of *C$$* bc's.
O Set social production on these worlds equally to the highest amount possible that would not lead us into a spending deficit.
O Set social production on these worlds to *slider or list* percent, dropping our weekly revenue to *function of slider or list*.
O Do nothing, I'll handle this personally."
I offer it to you for consideration in this new thread, and to other readers as well for their commentary/ approval / disapproval.
The idea is as follows:
a) having the one industrial capacity slider
c) removing the "focus" in the planet screen
d) putting in 3 sliders in the planet screen that would function as the industrial capacity slider does. E.g., if you had military to 100%, social to 0%, and research to 100% the planet would be spending as much as its factories and labs could handle, directing it all to military and research, respectively, with none towards social.
This system would also provide a way to completely avoid the "Social waste" issue.
When it comes time to upgrade planetary improvements due to a newly discovered/acquired technology, there could be a pop-up screen along the lines of:
"Sire, we now have knowledge of how to construct super-dooper-scooby-doo-Labs. Currently, *X* of our worlds could use this improvement, but are directing none of their resources to social production. What would you like to do about this?
O Purchase the improvements directly on these worlds, for a total cost of *C$$* bc's.
O Set social production on these worlds equally to the highest amount possible that would not lead us into a spending deficit.
O Set social production on these worlds to *slider or list* percent, dropping our weekly revenue to *function of slider or list*.
O Do nothing, I'll handle this personally."