Dealing with Social Vs. Military Production in v 1.4

This thread is NOT about complaining about the lack of wheel, or praising the riddance of it :p Plenty of these around already.

It is about analyzing of the current state of things regarding how you control Social Vs. Military production in the new age of Patch 1.4.

 

Let's take a look at how things are:

Let's say you want to micro your planets to be able to switch from 100/0  to 50/50 to 0/100 on an individual basis. I am not over complicating things i hope, just 3 possible settings. Lets call them Social focus, Military focus and Balanced focus. As you know there is no longer a planetary slider, just a global one. So how do you go about it?

Right now I found that the way to do it is keep Global slider at 50/50

If you want a single planet to go 100% military, you need to put the military subsidies project at the top of your planetary queue and make sure the shipyard is enabled.

If you want to switch back to 100% social prod, you need to remove military subsidies from top of planetary queue then go in the shipyard, click disable.

If there are more than one planet assigned to a shipyard you cannot use disable, instead you need to go to to the sponsor list and remove the planet you want to focus on Social, and make sure you move military subside from the top of the list. 

 

So It can be done, players WILL do it. I already am doing it.  It seems to me that having to go through several different screens in order to switch social/military focus is quite convoluted.

Or is there something that I missed to make this less convoluted?

 

I see several people on the forum who seem to be more concerned about the Social/military thing rather than the wheel.

Discuss?

 

 

36,438 views 10 replies
Reply #1 Top

Don't bother with 50/50.

 

If you just treat it as binary - 100% or 0% - then the project basically eliminates micromanagement. If you leave auto-upgrade on and set global military output to 0%, then add the military project to the bottom of the manu world's queue then it will switch to 100% social production, upgrade all your buildings, and then switch back to 100% military automatically whenever it needs to upgrade.

Reply #2 Top

Ok so if I have my main planet which has the 6 factories around the manu capital, 3 farms and a hospital.. I have all built up to manu centers. I will then 'focus' on production, then use military spending which in turn is supposed to send excess production to the shipyard. 

 

I still have 'some' production going to both econ and research correct?

Reply #3 Top

Quoting naselus, reply 1

Don't bother with 50/50.

 

If you just treat it as binary - 100% or 0% - then the project basically eliminates micromanagement. If you leave auto-upgrade on and set global military output to 0%, then add the military project to the bottom of the manu world's queue then it will switch to 100% social production, upgrade all your buildings, and then switch back to 100% military automatically whenever it needs to upgrade.

You cannot expect every players to accept this.

I am playing the Yor right now and I find 50/50 to be desirable. I still build specialized planets. My factory planets are the only ones I use to produce Yor population ( assembly ) I have a fast shuttle system ( colo ships ) that take the Yor population from the factory planets and ships them to Economic planets and research planets.  I used the ''binary'' way in early game but I found myself constantly switching focus every other turn to balance out Yor population increase and ship production on my factory worlds.  This worked fine in early game but when my empire reached about a dozen worlds it started to become tedious and I switched to 50/50 so I could Have population increase and ship production at the same time without having to micro. every turn.

( Edit: Btw I NEVER use auto upgrade )

Reply #4 Top

Uhh... what military project

Playing thalan, it's not default.

I'm not seeing it anywhere in the first "age of expansion" tier...

 
Reply #5 Top

Quoting Fragnafritzz, reply 4

Uhh... what military project

Playing thalan, it's not default.

I'm not seeing it anywhere in the first "age of expansion" tier...


Military subsidies , it needs to be researched.

With the Yor I needed to research ''orbital manufacturing'' to unlock it.  It is the same tech the unlocks small hull size.

Not sure if it is the same with Thalan tree

Reply #6 Top

oh, good, yeah there it is, thanks!

Reply #7 Top

Quoting EvilMaxWar, reply 3

You cannot expect every players to accept this.


I am playing the Yor right now and I find 50/50 to be desirable. I still build specialized planets. My factory planets are the only ones I use to produce Yor population ( assembly ) I have a fast shuttle system ( colo ships ) that take the Yor population from the factory planets and ships them to Economic planets and research planets.  I used the ''binary'' way in early game but I found myself constantly switching focus every other turn to balance out Yor population increase and ship production on my factory worlds.  This worked fine in early game but when my empire reached about a dozen worlds it started to become tedious and I switched to 50/50 so I could Have population increase and ship production at the same time without having to micro. every turn.

( Edit: Btw I NEVER use auto upgrade )

 

Well, I wouldn't have removed the controls :P But hey, at least my way actually reduces micro. The Yor are something of a special case in this regard, anyway, since they have to build population; most of the other races have no real need for parallel social/military production.

Reply #8 Top

Ok I just did something pretty bad. xD

One of my planet had Military subsidies at the end of a long upgrade queue.

I disabled the shipyard so it goes faster. And then I forgot about it. At the end the planet was producing military subsidies for an inactive shipyard.  For a unknown number of turns all the production of this planet went down the chocolate turbine. Thjat is right, 100% wasted production.  I will never leave military subsidies at the end of a queue ever again xD

Reply #9 Top

Does the stored up production get transferred to the shipyard through Military Subsidies? Say if my planet is producing 150 manufacturing a turn which allows it to have a surplus for most planets, will the few thousand surplus manufacturing points get transferred once the queue hits Military Subsidies or do they vanish?

 

Also, anyone has a workaround for keeping non-manufacturing planets sponsoring shipyards without affecting their social manufacturing? I use them to supply population for my colony ships, in case anyone was wondering. I prefer to keep my manufacturing up. Putting the Social - Military slider at 100/0 doesn't work too well until the answer to the surplus issue above is that they do get transferred.

Reply #10 Top

This was discussed here, as soon as the opt-in patch showed up:

https://forums.galciv3.com/472438/

 

Frankly, IMHO, the proper play is to simply eliminate the Military Project completely, and just automatically transfer any unused Manufacturing to Military production, the same way that unused Military is transferred to Social   - ie. when the Global slider is set to anything other than 100% social, and a planet doesn't have a shipyard attached, then any Military gets transferred to social, without having to use a Project.

 

The Military Project is simply a bad idea, doesn't fit in with the way the game is played, doesn't fit with the way other Projects are used, and is attached to a bad Tech, in any case.   The last is perhaps the major killer:   Military Project sits on an *extremely* expensive tech that is otherwise not used before turn 75 in pretty much ANY game, and seldom before turn 100.   That tech is also not properly researched by the AI, so the AI doesn't understand how to use Military Project efficiently.