When we do replace the per planet production wheel, we're not going to just take it out and not put something 3else there. Instead, you'll have a system that will allow you to emphasize a particular focus for the planet. It won't command your citizens to all go work in factories. Rather, it'll be more like providing subsidies to citizens who choose to work in factories or labs or what have you.
What would be nice a feature that would allow us to control this focus on a global scale, ie. set or unset focus on all planets to research/... with a single click. And perhaps, in a sensitive intelligent way eg. if I take away all focus from researchfocus planets it won't affect or screw up my other focused planets. Because, usually when one plays around with the global slider one has to adjust the planets as well.
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Without wanting to sound rude, but
Economy in Gal Civ II was based on pop
Wrong. Misleadingly imprecise. See full explanation below.
It didn't always, esp. not during the colony rush. And looking at the sliders of any given game there certainly was no linearity whatsoever.
that meant economic growth was linear and predictable.
False. Your conclusion is based on a not-right conclusion in the first place but even without that it would still be wrong because economy in GC2 was much more complex than what you present here.
And relatively easy to control.
It wasn't. And certainly not for the AI. In the unmodded game all AIs are unable to maintain a working economy even full gifted during the startup of the game. Most stay at 20% global spending throughout the first year, because their broken economy forces them to do so. Some do even never recover.
The major difference between Gal Civ II and III is that in II factories did NOT increase the productivity of a planet.
OF COURSE they did. Did you actually play that game at all? I wonder how you can post the complete opposite of what actually is true??? Factories DID increase planetary production, that you had to pay for maintenance + the raised production doesn't do away with that very fact.
In Gal Civ II you couldn't do this because you'd go bankrupt if your population wasn't large enough to support the production from the factories.
So what... Initially population is so low that you cannot run your empire via taxes anyway. Finding solutions to this problem is exactly what a player had to do and is something where the AI was really bad in, like:
- Getting bcs from surveying anomalies. In DreadLords there were even +5000 bcs ones, with multiple speedy ships one could even reach a point where there was so much income one had to quickbuy stuff in order to not end a turn above 20k bcs (which triggered a penalty).
- Trade/freighters.
- Techtrade.
These were all viable methods to keep expanding + continuously colonizing at 100% prod spending even while your pop was in its starting terms +8.1b ppl. Every new planet requires ~25bcs initially to cover for, a sum that did rise naturally while you keep adding buildings. And as the game was designed, the combined costs from maint + production did overrun the growth of population, because:
- LowPop planets did acquire new inhabitants very slowly, hence from 1b to ~1200b pop the growth was exponential, then it became linear to ~0.2b per turn - although before PopGrowthAbility - which could be used to boost this to a cap of max ~1.2b per turn, so it wasn't a real linearity either (but usually only practically relevant when playing Breeder + using Fert Clinics)
Generally, the economy in GC2 was based on your INCOME. Which was based on {early} anomalies, techtrade, freighterincome and {midgame} TAXES.
First off, taxes are based on your general tax sliders which caused a moral penalty so amount of moral ability either from racial, techs, buildings or resources mattered alot.
Second, the income would be boosted by your economics ability where the exact same could be said from - racial, techs, buildings or resources will increase it, as you can see up to this point it's still unrelated to population, but all of these factors do actually SCALE or MULTIPLY with one another (which is something that you claim resulting in exponentiality...).
As a matter of fact there are even more factors present which can positively influence this like planet quality (more tiles, more buildings, more bonuses), terraforming (<--), high PQ planet (+10 moral) etc pp
And only then we come to your population. The first thing that the formulae which calculates taxes does it puts the number from each planets population to its square root, which mathematically kills all your straw arguments of "GC2 pop/econ was linear". To make an example, if I were to have 8b pp on my starting planet that formulae will return a ~2,8 population value, if I double that pop to 16b it'll return 4 (which is NOT double of 2,8 so no linearity here).
And if I go and distribute that pop over 2 planets instead of 1 it'll return 2 + 2 = 4 for 8b ppl, and 2,8 + 2,8 = 5,6 for 16b ppl. So as you can see the number of planets do also matter not just the sheer amount of pop.
To sum it up, you have an obscene amount of stats, factors or influenceing things that build your economy in GC2, and most scale multiplicative with one another. As a result, most games (if played successful, ie. player is able to conquer AI worlds once no more free worlds are there to colonize) the population graph will look like this:
As you can see, pop did rise very very slowly during the first half year although I was colonizing right from start. This is because new planets w/ just 0.25b pop do not gain much pop per turn. You also see that this rapidly increases once certain thresholds have been overcome + more growth bonuses have been gained, resulting in linear increase because of the former mentioned cap of 1.2p pop/turn, and you already witness a certain stagnation towards the end as lowPQ planets cap at maxpop.