Economic Stimulus and Research Stimulus do nothing

On my new games, the stimulus functions do nothing.  On my old games they work as normal.  What the hell?

 

I mostly play Yor, and I've found that maximizing production and then applying a stimulus is very effective for them.  I don't read the forums but I'm sure this is a common playstyle.  To find that it suddenly doesnt work as it has throughout the entire beta is pretty infuriating, so it had better be a bug.

 

On a planet with 31.2 production on 100% manufacturing, the net income remains at -4 with or without economic stimulus; 0 either way for research.  Adjusting the production back to center or to any other extreme produces negligible results as well.

 

You just got done saying you weren't going to make any big changes at launch so I hope this is a bug.  Why it would be working normally on older saves, though... that bothers me.

 

Please fix this fast, these functions being broken completely kills my enjoyment of the game.  And if you tell me that you've "rebalanced" them for the sake of multiplayer I'm going to sneak a god damned snuke in your snatch.

18,354 views 5 replies
Reply #1 Top

I've found that you have to have a least .1 social manufacturing in order to get the bonuses from growth/influence/research/economic projects.  If your planet is set to 100% manucaturing, and you have it set to 100% military, you will get no bonuses from the projects.  If you have it to 99% military and 1% social, you get the full bonus.  It's annoying, but it fixes the problem.

Reply #2 Top

The project has been changed to proportional boosters. This means for every 10 mp you now get 10% bonus to the wealth you already generate. So running 100% manufacturing will result in less income than going for 100% wealth.

You now use it as follows: You put your slider toward wealth and then use the economic stimulus project to get some additional bonus. Most of the time by keeping your mp slightly above zero.

Reply #3 Top

Hmm, that doesnt seem to happen to me, although I have noticed that my colonies tend to readjust themselves 1% one way or the other after a few turns.

 

But I think I may have guessed the problem.  Is this due to setting Game Pacing to very slow?  Cuz damn, that is NOT what I had in mind when I adjusted that setting.  These functions still need to do something!  Please upscale this shit significantly!

Reply #4 Top

Thanks for the quick responses.  For min/maxers this does not constitute a minor change...

Reply #5 Top

those projects now don't seem to do a whole lot for specialized worlds. outside of very extreme cases, it doesn't really make a difference if you just set the slider to 100% research and leave the queue emoty or try to squeeze out a tiny bit more by adding the project and moving to 99% with 1% manufacturing. and that's on research/wealth planets with decent manufacturing potential base (i.e. usually 3-4 factories + power plant). 

on high powered manufacturing worlds that also have *some* research (or wealth) buldings, the project seems to work ok-ish. in a recent game, i had something like 10 factories (including a power plant and the mfg capital) on my main planet and also 4 or 5 research. when i had nothing to build, that planet produced quite a decent amount of research with the research project. the maximum was somewhere around 35% mfg - 65% res which produced more research than going to 100% research.

i guess you could use the projects to avoid specialization to some extent - build mostly mfg on your planets but also add at least some research or wealth structures. those planets will NOT be as efficient at research/moneymaking as specialized planets full of res/wealth structures with just some 3-4 factories for faster upgrading, but on the other hand they can crank out much more production when needed. don't know if such a hybrid approach is worthwhile though. maybe on planets closer to the frontier if you play very large maps?