Nomikos Nomikos

Wanted: Best solution for "wasted" resources issue (Slider allocations to non "active" projects"

Wanted: Best solution for "wasted" resources issue (Slider allocations to non "active" projects"

There have been several suggestions as to how to deal with the “waste” of resources which are allocated to planets that don’t currently have either a social and/or military projects.

Example: Spending sliders set to 30% military, 30% social, 40%
For a (developed) world with only a military project, 30% of resources are wasted.

I’m curious as to what people feel the best solution would be. Some ideas I’ve seen (feel free to add more).

(A) Straight down the drain (Leave it like it is)
(B) Divide among “active” projects. Let these “unused” resources be allocated across the other
(active) projects. In the example above, the effective ratios would be 45% military, 55% tech.
Perhaps with a 10% “cross platform penalty”.
(C) Simply dump unused resources into Tech. After all tech is usually ongoing if you don’t have tech
victory selected.
(D) Pool it for later (for when you do have that type of project).
(E) Some kind of “cash back” project
(F) Individual sliders for each planet
(G) Governor like (user set) “presets” for (user set) planet categories
(H) (your idea here)

Personally I would love to see (B) “Divide among active projects” selected, as it seems to combine the lowest level of micromanagement (far better than either planetary categories or planetary sliders in my opinion), while still making it reasonable not to adjust global sliders due to a few planets.


~SDC~
13,687 views 205 replies
Reply #201 Top
I understand the view that “cash back” can cause game balance issues.

My question is do you feel that per planet “redirection” (i.e. from social to military or tech)(perhaps from the build queues) would cause a game imbalance?

It simply doesn’t seem either reasonable or realistic that because I want to build a social improvement on *one* planet, all planets must “waste” social spending. Likewise for military building on non ‘front line” (and adequately garrisoned) “core” planets. It’s a bit frustrating to cripple all my planets just to build on one of them. Allowing per-planet redirection would merely be limiting waste. Likewise planetary specialization (tech planets, military planets, developing planets) would add to the game.

My (limited) understanding is that the AI can manage spending per planet – but perhaps I misremember the thread on AI micromanagement (which I now can’t find – a search function would be wonderful!). If the AI already can do this, but the humans can’t – planetary redirection would be one way of leveling the playing field between the AIs and the human.

Thank you for your consideration.



~SDC~
Reply #202 Top
I think if a planet doesn't have anything in it's social cue, the social spending ought to be divided between the planets that are left. Then of course you run into the cheesy of spending it all on one planet and building that 30 turn wonder in a turn problem.
But does each planet have a "Build capacity" ? If not, then leave the system the way it is. If so, then if the result of the spending goes beyond the build capacity, It is lost thereby eliminating the cheese tactic above. Just my thoughts.

I don't mind the system the way it is, but having to make sure there is something going in the cue just so as not to waste resources gets annoying in the end game.
Reply #203 Top
I like "H". I too hate the fact that I have money being wasted but most of the time I don't want to keep building ships which are then going to cost me even more in maintenance, espeically when I don't need them.
Reply #204 Top
PontiusBruinPilot:

My thought is that "unused" planetary spending should be allocated to any other active categories on the same planet.

This eliminates using multiple planet's empty queues to rush build wonders, etc. And since production types already have diminishing return capacities, having empty queues on a given planet doesn’t seem (to me) like an unbalancing effect.

Worse case: you get 100% of a planets spending going into a single "category", something you can accomplish now with the empire wide spending selectors. What it does do is eliminate the extreme waste.


~SDC~
Reply #205 Top
Although not my ideal solution, even having "over builds" roll over to the next turn would be a most welcome change - particularly research projects. It would certainly cut down on the administration of changing sliders each turn.

I seem to recall someone saying that the AI tweaks spending on a planetary level (as opposed to our empire wide sliders) - can anyone either confirm or deny this?

Thanks - Don


~SDC~