Wasted Resources?

I haven't seen this brought up in awhile, was it fixed and slipped past me?
380 views 15 replies
Reply #1 Top
No seriously guys... if I have my sliders on 33% social but no socials selected on a planet, is that going to waste still?
Reply #2 Top
Yes, it is still wasted.
Reply #3 Top
yup, this should be fixed asap, it's silly to throw resources away like that...

i've actualy adapted the way i play my opening game because of this fact...

since i don't want to divide up my initial resources between Sol and a bunch of new planets, i will hold off actualy colonizing any new planets until i have colony ships orbiting like 10 stars, that way Sol gets all the production in the beginning instead of diluting it among a bunch of worthless planets...
Reply #4 Top
I thought they were not going to "fix" that?

Could have sworn I saw a Frogboy message saying it was working they way they wanted it to work and it would remain so. Personally, I don't mind it the way it works now, you just have to plan ahead how you want those resources used
Reply #5 Top
you may be right, but i hope not... it seems beyond stupid to throw resources down a hole just because one or more of your planets don't need to build something...
Reply #6 Top
Yeah, that stinks. It's *waaay* too expensive in maintenance to keep all your planets working on building something, but you can't focus the resources on just the few planets that need the work, and then there's waste if you don't build anything at all? Stinks. Put the unused dough back in the bank or figure out how to allocate it among the active projects in the selected categories.

~SDC~
Reply #7 Top
I can deal with this problem EXCEPT when it comes time to build a new navy in a huge empire - what a hassle! The only way to avoid waste is to build constructors everywhere I'm not building navy ships, and quite frankly that's too annoying. Great game, but the endgame can really turn into civ2, ie flicking through 900 planetary production screens before you can move the legions of terror around.
Reply #8 Top
Actually, in the original Gal Civ, you didn't waste military resources. But those players complained because it wasn't realistic. :) Even when you're not actually building something, you still have to pay your workers, maintenance on your plants and machinery, etc.

Turn Auto-Launch on for the colonies that are building constructors. Then you can skip going through the planetary production screens.
Reply #9 Top
If you're not concerned about your metaverse score, check out the "omni-terraforming" mod available from the library at http://www.galciv.com - the terraforming techs take a long time to build but have very good results. It'll minimize your resource waste.

~SDC~
Reply #10 Top
"Even when you're not actually building something, you still have to pay your workers, maintenance on your plants and machinery, etc."

That doesn't fit with the fact that I can set the social slider to zero and then all the production does go into Military or Research. For the WHOLE empire. Thus choking out the *one* planet that needs social spending.

Put me down for either a: automatic transfer of money between Soc and Mil when either is empty, or b: sliders for every planet.

~SDC~
Reply #13 Top
I'm going to try something I thought of. I don't know if the payout is good yet or not: unless I have some "all planets" upgrade like Planetary Defenses I'm just going to run with Soc = 0 and save up money to buy buildings for oneoffs. Sure, the GMC rapes you for the rush job but it's probably cheaper than wasting the production on all the other planets just to get Earth working on a Harmony Generator.

~SDC~
Reply #14 Top
yes, to me this is very easy to fix. Looking at other similar games, when you run out of projects you can simply choose where such resources go. Off the top of my mind having the choice to redirect it to the treasury or reseach seems obvious. Although as a really quick and easy fix, simply sending the unused resources back to the treasury solves everything and would not require much work. (at least doesn't appear to)

I mean, if you've allocated money to a social project, and didn't spend the money on any social project, seems to make sense that the money shouldn't be spent. Even better if the slider is smart enough to know which planets aren't spending their percentage so it can show up as a surplus right away, and you can further adjust the slider.
Reply #15 Top
"But those players complained because it wasn't realistic. Even when you're not actually building something, you still have to pay your workers, maintenance on your plants and machinery, etc."

Let's talk realism then. How about the maintenance you pay for your manufacturing centres, etc.? That sounds like it's covering the workers, plant and machinery maintenance, etc. The only thing that the production sliders change is the variable costs of production, i.e. the amount of resources put into your current project. When you get those production points they go 100% into the project you're building, none gets siphoned off towards 'maintenance'.