Expenses... flawed?

I'm wondering about the whole expenses system. As I see it, there are two major flaws, but feel free to correct me:

- Social Production. Unlike in GalCiv I, you only have a limited number of buildings you can build until the planet is "full". There are certain upgrades from time to time, but in general, a planet has no social production for most of the game. Yet, you have to pay for it constantly because, unlike military production, it costs even though you don't produce anything. While that in itself might be a design desicion, I don't see why it doesn't apply the same way to military production where you *don't* have to pay if you don't produce anything.

- The sliders for military, social and research production don't make any sense at all. Why should they be 100% overall? Why can't I use 100% of my research capacity AND 100% of my military production capacity (provided I can afford it). Why is there a cap that allows the three COMBINED percentages to only be 100%? It's a completely artificial limitation and I don't see why it's there. Other than making it extremely confusing.

Oh, and something else: I'd appreciate it if there was a way to see how and where bonuses are applied and where and how the price reductions for bonus production come into play. The way it is now, it's impossible to understand what exactly is going on even if you only have one planet..
8,367 views 4 replies
Reply #1 Top
Why is there a cap that allows the three COMBINED percentages to only be 100%?

Maybe because it was that way in GC1 where buildings give you percentage bonus. Now buildings produce points and not percentage so it may need to be rethought.
Reply #2 Top
If you keep reserching industral theroy and xeno econmics and other planet based techs you will find that you are almost always building or upgrageing something on your planets.

However, if you get in a situation were several of your planets are not building and you want to keep the social spending up for your empire. (To keep the other planets building stuff) you can then go to the top of the planet screen and "Focuse" the spending of the individual planet on either reserch or military. Then the plnet in question will take a % of the social spending being alocated buy the empire and put it into the focused area.

If you have no planets building anything you can turn socail spending all the way down in the domestic policy window and spend everything on military or reserch.
Reply #3 Top
Thanks, that helped. I still don't see why there's a cap but it's the way it is and I'll be able to cope with it.
Reply #4 Top
The way I do it in the late game if I most of my planets don't need social projects, is put sliders at 50% military and 50% social, and for the few planets that still need buildings, let them focus on the social. If I'm impatient, I'll just buy the building.