Request: Fund Shipyard project

When you have no buildings to build or upgrade on a planet you must build a project or set social production to 0 to get past the "Idle Colony". Many times I don't want to build any of the existing projects, I just want to put that unused manufacturing into ships. Right now I'm forced to set the planet slider to 100% military. Instead, I would like to build a "Fund Shipyard" project, which gives the social production to the shipyard with no loss. This project should be available at the start of the game. This is a quality of life request to reduce micromanagement. It's silly to have to change the social-military slider when a project can do the same thing automatically.

 

 

30,345 views 8 replies
Reply #1 Top

That's a really good idea... I want this.

 

I'm a bit too out of the loop to remember where special projects are in the XML's, but it should be possible to add one. 

 

Edit: looks like it's not in ImprovementDefs.xml

Reply #2 Top

Quoting TurielD, reply 1

That's a really good idea... I want this.

 

I'm a bit too out of the loop to remember where special projects are in the XML's, but it should be possible to add one. 

 

Edit: looks like it's not in ImprovementDefs.xml

PlanetaryProjectDefs.xml is what your looking for ;)

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Reply #3 Top

would like to build a "Fund Shipyard" project, which gives the social production to the shipyard with no loss.

I think the reason this isn't in the game, is that it would make a lot of bonuses "double-dip" using social manufacturing bonuses first, then boosting the military ones for some really crazy values. (like it's not crazy enough already) In reality, putting the slider on 100% military production, is the "Fund Shipyard" project. 

It's silly to have to change the social-military slider when a project can do the same thing automatically.

It's one more click.... or you can you know just build some wealth project or something, if you want to click one time less. I guess what you really want is an UI option (like a button) to get full focus on ships from a planet? I suggest you ask for that instead of something possibly game breaking like this ;)

Reply #4 Top

Quoting sjaminei, reply 3
I think the reason this isn't in the game, is that it would make a lot of bonuses "double-dip" using social manufacturing bonuses first, then boosting the military ones for some really crazy values. (like it's not crazy enough already) In reality, putting the slider on 100% military production, is the "Fund Shipyard" project.

 

Largely this. Besides, after the initial 100 turns, there's no real need for 100% military production anymore; better to keep a 30-70 split with birthing subsidies going tbh.

Reply #5 Top

Here you go guys: https://github.com/TurielD/Civilian-to-military-spending-mod/archive/master.zip

 

It's a bit rough-and-ready, but it works: place the contents of the zip in to your mods folder, and when you start a new game you'll find there's now a new project called 'Shipyard Backing'. What it does is send all civilian manufacturing to the military.

(probable) Bugs:

  • I don't know what will happen if you do this on a planet where there is no associated shipyard (my guess is it will crash).
  • It doesn't take military production efficiency techs of race traits in to account. If your race is more efficient at civvy production than miltary, you will get more military production out of using this than you would with full military spending, that is not intentional but I haven't thought of how to limit that in an elegant way just yet.

 

 

Reply #6 Top

I've tried the mod, works great! Now that I've seen it in action I see how it can be exploitable. For now I'm enjoying the reduction in micromanagement, and trying to minimize double-dipping. If Stardock ends up creating a UI element that does it without exploit, I will start using it.

How much micro did it save? I specialize my planets, some planets are full manufacturing and those planets support shipyards, with the production wheel set to 100% manufacturing. I keep my social-military slider set to 50-50 or 34-66 depending upon how aggressive I want to be with ship-making. When the planet has no tiles to improve, I'm left with two options: change the slider to 100% military, or build a project. The former takes a click, a click-drag, and another click for every single such planet. When I want to build an improvement again, I need to repeat the process. The Shipyard Backing project eliminates all that micro, which is a big time-saver when you have multiple dozens of planets.

Going the project route also gets rid of that micro, but the wisdom of using them is questionable. The research and wealth projects are useless on manufacturing-specialized planets, as they provide a percent increase, not a flat increase. The Culture project may be good if I'm in a culture war, which I'm usually not. The Birthing subsidies is the best vanilla project, but only until you reach max population. Adding more room for population is not just about doing more terraforming to add farms. It must also be juggled with approval management, and there are simply phases of the game where I must focus production on other things.

Yes, I realize this level of micro is self-inflicted and not necessary to win against the current AI. But that is how I enjoy the game so there is no harm in asking for capabilities that make the effort easier. Thank you for providing that TurielD!

Reply #7 Top

That sounds about right, it's exactly why i wanted to use it too :) 

 

Anyone who has any ideas on how to prevent the double-dipping please give a shout. At the moment I'm inclined to include a 'micro-avoidance-tax' by making it 80% effective, as 100% seems a little strong, but for someone who intentionally exploits this that probably wouldn't go far enough.

Reply #8 Top

The reason it should be added in my opinion, is to make it consistent with the other funding projects. If Stardock adds it, they could remove potential exploits.