Serious issues with Resource points. Do they work?

I've noticed in many of my games that developing morale and econ resource points don't seem to have any effect on my worlds. So, using the cheat codes, I decided to test them.

test setup

one world - Sol, full tech researched other than final frontier using shift control S.

1. Research resourcce points

baseline - 60% empire bonus
(base research bonus with full tech tree developed is 60 percent.)

earth population 2728 produces 6+2 research.

with added 68% resource bonus - total 128% empire bonus, same population produces 12+12 research points. Notice resource bonus points are added directly to each world and you have to pay for some of them. I didn't expect that result as I assumed the empire wide modifier was applied after all the research for your empire was totaled. ie, the empire bonus was free research which it obviously isn't. It IS mostly free, but something to watch out for if your budget is tight.

2. Morale resource points

base morale bonus is 90 %. Earth population 2884, morale 74
I added 1 constructor to develop the morale resource point (+5 % morale). next turn, earth population 3043 morale 72.
Added all additional modules to max out the resource point bonus at 68% totale 158% empire bonus. Next turn, Earth population 3208 morale 66.

This one is pretty clear. It's broken and doesn't do anything for you. Waste of time other than denying the resource to the AI's who don't need it anyway since they can afford to develop all morale boosters and do so whether they need them or not.

3. Economic resource Points

Base econ is 10%. Taxes received with population 4152 on Earth is 18bc.

With Econ 78%, same population produces 22bc.

While this works, it only works as long as your taxes recieved is lower than the PQx4 cap. Once you hit the cap, you get ZERO benefit from the econ resource. Case in point, in a well developed game, I had 116% econ (2 partially developed econ resources) with a tax income of 2542. Adding an additional 42% econ resulted in a tax increase to 2574 next turn, which was probably the result of popualtion growth rather than the development of the resource point. Since most economic social projects have 0 or at most 1bc maintenance cost, this one essentially is a waste except for the few worlds you will have in the early stages of development.

4. Military resource points

Base attack/defense/hps was 120%/60%. Battleship created with Ctrl B had attack value of 19, defense of 6.

Developing the military resource point gave a 188%/128% overall empire bonus. This resulted in the same battleship having an attack value of 26 and a defense of 9. This one works very well :)

5. Influence resource points

I didn't test this one. Mostly because my overall impression is it's working and I would want to use a more developed world than was convienient for the test.


In conclusion, the only truly broken resource point seems to be the morale one, but I'd like to see the econ resource points fixed as well so that they are more useful to the human player in the mid and late game. Note that because the AI gets tremendous econ limits at maso level (on the order of 10x PQ), they get a MUCH bigger benefit from having econ resource points than the human player. I must admit that the 10xPQ AI limit kinda annoys me. People ask if the AI cheats. 10 x PQ. Yes, it cheats :P It's allowed to cheat, but it cheats because it breaks the 4xPQ rule we are held to.
Research resource points should be used carefully. You can end up paying more for research than you plan to and less on military/social. By extension, the techs that add research bonus should also be researched carefully as that bonus will not be completely 'free' either. Not saying that you shouldn't add research ability, you should, but slider adjustment to account for the added cost should be taken into account.
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Reply #1 Top
I'm not sure why the application of resource bonuses are different across resources but the deal for morale is that the bonus is only applied in conjunction with morale social improvements.

Do the following test. Build an entertainment network with and without the maxed out morale resource and see if there is a difference.

I thought research is similar but it seems that research follows econ, military and influence which are applied directly.

~SDC~
Reply #2 Top
Ok, that did make a difference. With the Entertainment Network, the morale was 82 at 3208 population. I adjusted the tax slider to account for the increased morale from the EN.
Pretty minor increase in morale for going from 90% to 158% (75% increase) empire bonus but every little bit helps. Of course, by the time you can develop the morale resources, you are capped at PQx4 for econ on most of your worlds so the added population cap is only good for invasions. Some minor benefit as well for the worlds that riot and destroy all or most social construction and end up at 1 morale.
The benefit doesn't seem enough to justify using extremely valuable early game constructors to develop the resource or even enough to justify claiming the resource for future use given how fast the AI targets them.

Early game, the econ and research resource points look to be the most valuable.

Midgame, I'd say Research. While you will have enough morale improvements to make good use of Morale points by midgame, my guess is you will only save 2bc per planet at best. This may or may not be worth it to you depending on how much trade income you are generating. I'd be more inclined to use the constructors to build trade bonus starbases on my main trade route.
You will be hitting PQ limits by then, so Econ will not be worth much either and again the constructors are better used on trade bonus starbases.

Endgame, Military and Influence for obvious reasons.
Military and Influence is useful any time but holding it during the early stages might be difficult.
Reply #3 Top
How much, though, does population increase (negatively) affect morale? It would seem in your example above, that the pop sizes you were dealing with, were negligible with regard to the planet you are dealing with, but size does matter. As your population goes up (which is a result of morale boosters), there is a negative pressure on morale.

I think the morale bonuses are most impacted by a large number of external influences where possibly, research and military aren't.

I would assume cultural bonuses are the same way as they could depend largely on the galctic wonders you have developed.