How do You Govern?

Do you like to govern each planet (set it's wealth, production -both military and building, and research rates) or do you prefer to govern at an empire-wide scale?

What are your strategies for setting these rates (at either scale)? Do you find it becomes bogged-down with excessive micro-management? Does production and research carry other to the next project/building/ship if you have overflow beyond a single turn? If so, this might make intense micro-managing less unnecessary.

Thanks in advance.

 

 

 

23,742 views 12 replies
Reply #1 Top

I micro-manage everything, down to 0.1 increments.  Yes, it is excessive.

All queues are currently lossy (all excess production is lost).  Paul's intent was that they should become carry-1, which means they carry over up to (but not including) the next queue item's cost, so you could complete 1.999 things per turn, per queue.  (Actually, Paul's intent was that queues should have been carry-1 since Alpha, and he was repeatedly surprised in more than one dev stream that they weren't.)  This necessarily omits technology research, which has no queue to specify a "next" item. 

My strategy is to maximize production with zero loss.  That means every turn, for every queue, I binary-search by pixel click-hell for the optimal setting that exactly finishes all this-turn-completable items, with all excess soaked off onto things that cannot be completed this turn.  This means manually changing (potentially) every planet's wheel, every turn, independently of each other.  So the global production settings and automatic upgrade options mean absolutely nothing to me; I never use them, and I'd rather not play at all than play by using them.  (ahem) 

I can envision (and have suggested) ways in which this could be automated, but I somewhat suspect that they won't be implemented because it's the optimal strategy, and therefore the devs will have incentive to not make it auto-pilot-easy for everybody.  I fully expect that any player using this strategy would gradually out-produce any Turn-happy player by 1-3% per turn over the duration of the game, which probably just wins.  That's why I do it.  An uber-AI might do this, but that almost surely embeds NP-complete subproblems, esp. bin-packing, and maybe 3-sat(isfiability) and TSP (traveling salesman).

If queues were carry-1, then you'd still have to sweep through and not waste your excess tech research, but you could almost ignore all other planets' manuf queues.  That would reduce the burden substantially.  If we also get a 2-item tech queue, that could reduce the per-turn burden to zero.  Then the Turn-happy speed player would be almost as waste-free as the diligent manager.  (However, a micro-manager would still benefit by consistently completing things 1 turn sooner, and thus milking maybe a few% advantage in accumulated turns-of-effect, i.e. the total area under the histogram of her bonuses-per-turn would be marginally greater.  Considering only tech, if I consistently finish techs 1 turn sooner than you, by AoW that might mean I get Planetary Invasion 6 turns before you do.  Ugh -- I think I just proved that I must still micro-manage --)

Reply #2 Top

I micro at first but as time goes on I become more and more macro.

The Govenors they are talking about should help the macro lots.

Reply #3 Top

Quoting ForesterSOF, reply 2

The Govenors they are talking about should help the macro lots.

What have they said about Governors? What are they? Thanks in advance. 

Reply #4 Top

Quoting Gilmoy, reply 1

If queues were carry-1, then you'd still have to sweep through and not waste your excess tech research, but you could almost ignore all other planets' manuf queues.  That would reduce the burden substantially.  If we also get a 2-item tech queue, that could reduce the per-turn burden to zero.  Then the Turn-happy speed player would be almost as waste-free as the diligent manager.  (However, a micro-manager would still benefit by consistently completing things 1 turn sooner, and thus milking maybe a few% advantage in accumulated turns-of-effect, i.e. the total area under the histogram of her bonuses-per-turn would be marginally greater.  Considering only tech, if I consistently finish techs 1 turn sooner than you, by AoW that might mean I get Planetary Invasion 6 turns before you do.  Ugh -- I think I just proved that I must still micro-manage --)

This would be good enough, I suppose. By the way, can you share some strategy on governing each system (I've never done it before; would like to try)? Do you specialize a planet with the governing 'sliders'?  Thanks in advance.

Reply #5 Top

please delete

Reply #6 Top

sorry. double post

 

Reply #7 Top

I personally tend to specialize what a planet does and the just ignore it for the most part if i know i want to build 200+ constructors that cost 180 manufacturing each i might adjust my military manufacturing to be in the 200 range but i wont go pixel hunting to make it exact. 

As for the carryover -1 lets say i could in this case put out 300 production out of a 200 production ship 

So turn one i would produce one ship and halfway to the next 

turn 2 i would finish the second  ship

would i also complete the third? or would it be at 199/200 ?

if so the carryover becomes pointless since from this point on i will only be able to put in 200 pts of manufacturing per turn

Reply #8 Top

After it was obvious that micromanagement was more cumbersome due to UI issues, I've been

  • Using the global wheel for most planets
  • Using the per-planet wheel for highly specialized planets
  • Because of the research/manufacturing no overflow "bug", for the first 150 or so turns, until I get tired of it, I'll:
    • adjust the global wheel to an approximate allocation to finish a tech
    • Adjust per-planet wheel to an approximate allocation to finish an improvement
    • I do not adjust the wheel to finish ships
  • I generally set the global wheel to around 45/45/10. This will likely change with the upcoming approval and maintenance changes.

Here's what I think needs to be done.

  1. They absolutely NEED to allow overflow to go to next tech/improvement/ship in queue.
  2. If not #1 they need to readily display exactly how many tech/manufacturing points are needed to finish a project so I can set my sliders appropriately without hunting.
  3. They need the planet screen's queue to update in real time with changes to the wheel. No more make change -> close window and check -> reopen govern -> make change cycles.
  4. They need to show and update in real time research time/points to completion when adjusting the global wheel.
These would be nice:
  1. To make wheel changes faster and more precise for micromanagers, they should either
    1. Add production sliders with locks like in GC2, or
    2. Put individual production and ratio locks on the wheel
  2. Allow players to create custom production presets. Changing what preset a planet is using should be doable from the planet list.
  3. Like an RTS, allow planets to be assigned into groups, and allow per-group production wheel changes. Examples:
    1. I grouped all my research planets together and they are all heavily focused on research. I just unlocked a new research improvement upgrade and want all planets in that group to go 50/50 so they build the upgrade.
    2. I have a shipyard with 3 sponsors building constructors, and I put those 3 planets into a group. I need to get out several constructors quickly so I want those planets to go 100% manufacturing, 100% military.

I'm concerned they're going to make governors intended to eliminate the need for micromanagement UI changes described above. Sorry, but no governors are going to be able to replicate this level of control.

Reply #9 Top

In a dev stream Paul said governors won't mess with sliders.  They will probably be worthless.

Reply #10 Top

With Sovereignty.

Reply #11 Top

I only have two positions - so I suppose that makes me a bipolar tyrant LOL. Either I'm setting the individual planetary wheel to max production/max production (no shipyard production) or I use the overall governing wheel and have Research Project selected for production.

 

I still wish the individual planet production wheel would show what happens to your overall income when adjustments are made, the way the global wheel does.

Reply #12 Top

I like both. I need to be able to adjust for the whole empire I w

Would change things individually depending on planet exploration event or if I'm building a wonder. Individual governing would be applicable if wonders are ship builders technological or money tourism or influence builders.