Social >>> Military .... why not Military >>> Social?

It would be handy

I know we don't get charged for the military production we don't use, but why not allow unused Miltary production Xfer to Social production? This would reduce the amount of time spent at the economic screen manning the sliders. It's already nice that the game dumps unused Social into Military, so why not have the convenience go both ways? If anything, this way seems more useful, because it's more common to have social projects present on planets which don't have any starport, than it is to have starships being produced on a planet and no social projects going on.

Just my thoughts.

=$= Big J Money =$=
7,290 views 8 replies
Reply #1 Top
This is obviously a design decision. However, I agree with you - I'd like it to go both ways.
Reply #2 Top
Hmmmm... I have to say, at first I was in a disagreeing mood. However, after having thought about it. I agree with Big J this time. Take your typical average planet which may or may not be an industrial powerhouse, even if you "Focus" your production to social there's some production that's marginalized or 'stuck' in military and not doing a thing. This would benefit those worlds that aren't industry giants and those hammers would actually make a difference and shave off a few turns on the production line. If you were building a ship, you have no right to converting. My average worlds don't even have a starport so any 'military' spending is getting unused.
Reply #3 Top
I would like that feature available as well. It would be nice to not have to micro-manage to minimize or even eliminate the wasted production (for planets that don't have starports)

I set the military slider to 0-5% the entire game. Small planets with 1-3 factories or so won't have enough production to waste any on military this way. My other planets (mid for constructors/transports and large for the rest) will just do so when not upgrading social buildings since it is auto converted to military when idle. If I have a lot of social upgrades / research going you can focus military production and it will be about an even split from military to social. It's a bit of micromanagement, but it's been working nicely for me. The social production bonus doesn't apply when its converted, but I don't *think* its nerfed in that the base production should still get any military bonus once it is over there.
Reply #4 Top
Heck, I thought it already worked that way in 1.1.
Reply #5 Top
I too thought it goes both ways in 1.1 If you look at the Civ Management screen, you see two arrows pointing both ways above the Military and Social columns. And you can see a change in production times for ships depending on whether or not you are also building something on the planet.
Reply #6 Top
If you're going for a realistic feel, the way it functions now is what I guess is closest to what it does in the real world.

If going into war, social production is halted in favor of military production, but I am not really sure it works the same way in peace time...?

TIP
Reply #7 Top
Military production is returned to treasury if not used, so can you not just increase your spend rate, effectively doing the same thing? Didn't seem too much of a hassle to me.
Reply #8 Top
I bypass this "limitation" with military spending 1% + social spending 84% + research 15% (just an example)
that way -planets that need to build themselves with not much factories, will be efficient
-planets who need to builds starships will stop building social

overthat I focus most of my planets to increase the area I want
the only problem is that I lose some military bonuses in the process