Brad, perhaps this social idea would be welcome?

Several users came up with it, and seem to like it quite a bit.

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

b) 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."



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Reply #1 Top
Althought I would like to micro the hell out of my colonys too.
it has been stated a number of times that the reason the way things are is A) makes it easier to manage, and B) so the computer cant out micro you.

personally i think all the problems could be solved by....
you have 3 planets A B C and the current silders from the game
planet A has a max of 100(s)
planet B has a max of 33(s)
and planet C has a max of 33(s) as well.

planet A has nothing in queue. both planets B and C do have somthing in queue.
your industiral capacity is at 100%, and social production is 50% (for ease)

normally you would spend 83bc per turn to produce 33bc worth the production, thus wasting 50bc a turn
what i purpose is the game takes the 83bc worth of production that could happen and gives it to only the planets who are building anything. so planets B and C would each get 33bc to make 33(s). so you would have 2 planets running at full capacity and one runing at 0% capacity. you would still wast 83-66bc per turn. but this way new planets can still get built up faster and you dont waste nearly as much.
Reply #2 Top
Althought I would like to micro the hell out of my colonys too.
it has been stated a number of times that the reason the way things are is A) makes it easier to manage, and B) so the computer cant out micro you.


I think we're forming a consensus that things as they stand are *not* easy to manage

More support is cropping up on the original thread for this planetary-3bar idea... I can't claim to have any idea how well the computer would micro it's stuff on those worlds, but frankly, I don't care. If the computer can micro that well, and if the player can't be bothered to do it, then the player should have the option of turning over the sliders to the planetary governor, and thus allow the computer to do its thing to his civilization *as well as* the AI's.

There are many of us, however, who appear to be clamoring for better control ourseslves.