One aspect of managing my economy I find particularly annoying is that the manufacturing points in excess of the amount required to complete an improvement or ship in a turn are simply lost. As another post pointed out, you can only build one thing in one turn irrespective of your manufacturing capacity or the cost of the thing being built. As a consequence you have two choices (1) take the losses on the chin or (2) micromanage the sliders for each planet every time something is built to ensure points aren't lost.
The first option can be quite costly so it's hard to cop if you're trying to play on a high difficulty level. Even early on you can have planets with say 200+ manufacturing and a new improvement might only cost 30. So you're forced into the second option of micromanaging each planet's sliders to minimise the lost points. This is particularly relevant given the game forces you to build a new improvement from the ground up, cycling though each level rather than just paying a total cost for the latest level researched. If you keep your sliders on a fixed amount and have high manufacturing, you'll lose hundreds of points if you decide to build say a new manufactory as it upgrades it way from level one onwards.
A few points here and there doesn't matter but hundreds on a regular basis seems over the top. The game therefore rewards mindless micro management, which is neither fun nor strategic.
A simple solution would be allow points to carry over and/or allow more than one item to be built each turn. Hard to see that this would change the game balance in any way, and would certainly make it more fun to play.
Totally agree with you.
Spare manufacturing and research points carry over to the next thing in the queue.
Yes, you are quite right. I hadn't noticed before but if you hover over an empty part of the build queue then there's a tooltip showing accrued manufacturing points. I haven't played with that much but it seems to just keep a running tally of excess points. You can still only build one thing a turn so I guess you just need to go back to high manufacturing planets every now and again and clean them out of excess points. I'd prefer to be able to build multiple things but I guess it's not as bad as I thought.
As far as I know, you don't get any bonus for using them on projects, however - so eventually excess is lost rather than converted. I could be wrong, though, not checked much.
Excess production does apply to projects, should be easy to confirm for yourself with birthing subsidies.
One thing I'm not sure about, is whether or not such 'spare' points carry over for more than a single turn. I believe they do not. If you build 10 20-cost shuttles at a 600 manufacturing shipyard for 10 turns, I think you only get 580 extra manufacturing on turn 11.
They do. I've had a shipyard pumping out huge ships every turn for several turns (5k+ hammers), after having a shipyard spend like 50 turns building cheap constructors. And no, it did not have 5k military production before you ask It's kinda abusive, so I don't do it on purpose, but sometimes the micromanagement is just too much of a bother to not amass extra hammers there.
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