With GalCiv III v1.4, we’ve removed the per planet production wheel. You can read more about that here.
This has sparked a lively debate on just how much control a player should have on their economy.
Planet Specialization
Planets in Galactic Civilizations III can be specialized much more than in previous versions. An industrial world, through adjacencies, can result in massive bonus manufacturing. However, on top of that, players can direct their citizens to work more in those factories via the global production wheel (and previously the local production wheel).
So let’s talk about what that actually means.
Command Economies
By default, your citizens work at whatever jobs are available on your planets.
If you live in the West (USA, Europe, Japan, etc.) you are free to choose the job you want.
By default, your citizens work the jobs they want.
Earth in 2251. M:23, R:15, W:9: Total of 47
So in this model, Earth is producing 23.7 quadrillion tons of manufactured goods, 15.1 units of research, and is generating taxable income of 8.7T credits (for GalCiv III we’ve gotten rid of the units of measurement).
However, new to GalCiv III is the concept of being able to FORCE people to work certain jobs. That is, I can draft people to go work in the factories or in the labs or raise their taxes:
Through the production wheel, I can make people to work in the factories, raise their taxes or help out in the labs.
In every previous GalCiv, if you raised taxes, there was a corresponding morale penalty. We don’t have that here because it was decided it was too convoluted to have it just for taxes. However, what we really should have considered is that it’s not that people hate taxes per se, they had COERCION. They don’t like their government controlling their activity. If my taxes are 50%, for instance, that means 50% of the time I’m working FOR the government.
When I move my wheel to 100% manufacturing I’m conscripting my citizens to work in the factory and I get a corresponding boost to manufacturing:
Now, I get 70.8, 0, –3.6. You’ll note that this number if much MUCH higher. Total: 67.
Note that in this example, my morale is still 78%. In GalCiv II, if you raised your taxes to 100%, your morale would plummet unless you invested heavily into things to keep them happy. But in GalCiv III, there’s no penalty at all for setting manufacturing to 100%.
I understand why people like the production wheel
Imagine if in GalCIv II we let people set their taxes to 100% and there was no downside to this. Now, imagine if we put out GalCiv II v1.4 and we made it so you couldn’t change taxes. People would have been ticked off. Understandably. But I hope also that people would understand that such a system is broken. There’s no such thing a a free lunch.
Ending the Free Lunch
I’ve had a lot of time to think about the production wheel. By reading the forums, at length, I’ve gotten a much better idea of what the issue really is. It’s the free lunch aspect of the production wheel I don’t like. In the real world, command economies don’t do well against free markets in the long-run. But in GalCiv III, they’re absolutely the way to go. The problem ISN’T the wheel on its own (I don’t like the micro management but I have no issue with people voluntarily choosing to play that way). The problem is that you get to coerce people without any downside.
How I’d like to solve this
First, the Terran Alliance won’t support the command economy. That is, you won’t be able to set tax policy on a per planet basis as the Terran Alliance. However, a new racial trait called “Command Economy” can be added that will be part of the Yor. The Yor aren’t mindless robots but unlike humans, they can be micro-managed in ways that humans can’t.
Second, we will introduce the concept of COERCION into the system.
How Coercion would work
Let’s say your planet is producing 11 units of goods and services (as seen in the screenshot below).
What coercion would do is that for every point above 33 your maximum focus is, you’d diminish those goods by a percent.
Example: Let’s say I set Manufacturing to 100%. That’s 67% above the 33% natural rate. Your goods and services would then be multiplied by (1 – 0.67). Thus, I would suddenly only get 4 goods and services and I would thus take an overall production penalty. In this example, instead of getting 70.8 manufacturing I’d only get around 50 and my planet’s population would grow slower. But it’s still massively above the 23 that is the default.
Right now, your approval is based on the goods you provide per citizen.
Random example explaining coercion.
How the UI would communicate this
Similarly, civilizations with a command economy could set it on a per planet basis but it would work the same, you could just micro it on a per planet basis if you wanted.
NOW, let’s talk about the future
Eventually, GalCiv III is going to have a bunch of different types of governments to choose from. The reason the Economy tab is done the way it is is because it’s been designed with the idea that eventually the type of government you have will determine what shows up in that tab. So one type of government might have a bunch of sliders, another might have almost no controls, another might have players choosing a series of subsidy policies and so on. For now, we just have the production wheel. But it’s never been intended to be the end-all be all.
So when?
I’d like to see this change put into 1.5 or sooner. It’ll take a little balancing to make sure pacing isn’t hosed. But ultimately, it will result in a much more balanced, less…arbitrary economy and allow us to justify more types of planetary improvements, super projects and other goodies that offset this.
Oh, and we can get rid of the large empire penalty too since it won’t be needed under this system.
"The problem is that you get to coerce people without any downside" - You don't need to coerce people too hard when they are under the threat of death by an alien invasion. I guess the penalty could be to revolt and surrender but that was a problem with the old Master of Orion II game. You could be winning the war then a planet would revolt and you would lose or be forced to divert resource to reconquer a planet.
At least bring back the manufacturing slide bar on a planetary scale. Certain planets need to accelerate building social objects like Planetary Defense Systems, especially under the threat of invasion, but apparently I can only do so on a Empire wide scale. As such ship production will suffer on a safe planet that might be producing ships to defend that very same planet under threat, all because I'm forced to build a project on that planet just to get rid of the Idle Colony button. I guess I could destroy any ship yard associated with the planet in jeopardy or edit the sponsors so some other poor planet has to produce a ship, but unless I'm missing something that is crazy.
I guess I will wait until version 1.5 is out. Its bad enough I had to install STREAM, but when I purchased this game I had no idea I would be a beta tester, but then anything beats being an alpha tester for Master of Orion III. On the positive side at least MOO III prepared me to edit ini files, but I never thought that GALCIV would do the same thing
With the current economic model, the production wheel is a very useful tool that makes perfect sense in the way the game has abstracted the economy. The workers aren't subject to coercion because the wheel isn't a tax rate it is a schedule/assignment tool for your workers. If doesn't matter what percentage the wheel is at, the workers can execute any job with the same amount of skill. The workers require no training and they either aren't paid at all or their pay is another abstraction. Also, the workers can only choose to work in a state run factory, a state run bank or a state run research lab. It doesn't matter if the percentage is 100% manufacturing or if it is 33/33/34 manufacturing/research/wealth at the end of the week the workers spend all of their time at their state run job and don't get paid for it. So they've already been completely coerced, the only difference is before removing the wheel, players could spend time to efficiently allocate their workers if they choose to do that. There is no free lunch in the current system. If a planet is highly specialized, then workers, despite having the same innate ability to perform any assigned job with equal vigor, will be able to produce more at 100% of their world's specialty because they have better tools to do one job compared to the other two jobs. No matter what you have the production wheel set to, there aren't any more workers and they don't work any harder. It comes down to the facilities on the planet. Some facilities will allow the workers to excel at research, some at production and some at wealth. There is probably even a setup where 33.33/33.33/33.33 is the most efficient.
If you want to add coercion as a factor, the simplest method would be that the workers take home a percentage of what they produce. For simplicity sake, let's say the default rate is the state(player) receives 25% of current output. The wheel still exists, because like I said it is a scheduling tool, but there is now another slider for tax rate. If you increase the tax rate the workers experience coercion and become unhappy in most instances. If you decrease the tax rate, it should increase happiness to an extent.
If you still want to add coercion as a factor and think adding in a tax rate is too simple then you need to do several things.
1) Provide jobs in private industries for workers that are outside of state control.
2) Have workers earn a wage at both private jobs and state ran industries.
3) Have each worker require some kind of training before they can perform a job. So if they want to/are forced to work in a state factory they need factory training. If they want to work in a research lab they need research lab training. No switching jobs without training, unless their is a huge performance penalty. This training takes time.
4) Workers have needs/wants that they use their wages on. Some items could be food, shelter, entertainment, transportation etc. If they can't obtain these, then this should decrease their happiness.
5) Workers need to have some kind of motivation/values. If a worker is motivated or values money they should want to work in a high paying field, if a worker values democracy they should want the government to be a democracy.
This would require a much more in depth revision of the economic system, though it could be worth it.
I must admit I didn't understand the coercion mechanic after reading the OP three times, and I posted two replies with that misunderstanding. The use of the term "Goods and Services" harkens back to early betas, being replaced by Morale. Now I understand it is a morale-altering mechanic.
So, if coercion is implemented can we get rid of the Large Empire Penalty?
An immersion issue arises for me, and it was stated in other posts but I will repeat it. If my planet is 90% research labs and I set my planet production to 90% research, then I'm not coercing them into research jobs I'm allowing them to work in the jobs that are available. I would be coercing them into jobs without facilities if I set the production at 33/33/33. Really this is a nit-pick because I know you guys just want a mechanic to limit production, so I can get past the illogical coercion system for gameplay and balance purposes.
The morale penalty as described in the post seems a little stiff. At 34% you already get a little coercion. Can't use the focuses without getting coercion. As described by Paul in the Stream it's better, you won't get penalized for using focuses. I guess we have to wait and see.
What ultimately worries me is do you now return to a situation where you would need to micromanage the production on each world and each turn to maximize the output? Nudge the wheel this way and I get 26.5 production instead of 25 thanks to the population growth affect on morale, a new approval building, whatever. I guess this is another wait and see.
Yes, Frogboy stated that already.
My immersion is already quite limited. You manage only the buildings that are relevant for gameplay, all others are abstracted away. On a world with "90% research labs" you will never have only research labs, but also all other buildings (and therefore jobs) that a society needs to function like hospitals and restaurants and supermarkets and whatever.
As someone else stated in another post it would be great if the points where corercion begins differs from race to race.
I hope that won't happen. That was exactly the problem with the wheel. I (and obviously a lot of other people, too) felt forced to go to each planet each turn to adjust the wheel to its optimal position, and that shouldn't be necessary anymore since that's no fun at all.
Yes, it's a thin, inconsistent ideological fig leaf that last about thirty seconds under the slightest critical scrutiny. The mechanic is an interesting idea for tackling the problem of overproduction. The vague, small-government gumpf that it's being dressed up in makes little logical sense in almost any gameplay circumstance.
No, the coercion change will affect all players. It addresses the imbalance both globally and locally. But for players who want to micro their planets, they can have at it.
GalCiv III will continue to evolve over the next few years. That's the nature of these kinds of games. They aren't static.
Pls. don't make players to "have" to use the wheel to where one has to fidget with it on a planetary level again.
Of course the game evolves and so it may and should, we all know that it will change over time and I think that is one of the reasons why we do like GC III.
But I think Uncle_Joe has a point to some extend, regarding fundamental decisions: Please don't hop between basic decisions on how a player "has" to control the economy radically with every new update forth and back, since you already reasonably explained why and that you won't have different systems supported in the mainline game, so in the end, the game will need to have just ONE (underlying basic) principle on how to control the econ and for what reasons.
I do like the decisions you made to a) reduce the amount of microing a player needs / is allowed to max it's colonies and b ) to thus limit the maximum output he could produce in a single colony. Of course the game may evolve, also around these things, but please, stick to these basic decisions now made for the game and don't (f.e.) make us to HAVE to relearn the use of a (reinvented) wheel bringing back the micromanaging on planetary level, now enriched with even having to consider coercion in the math to be done on if I better set the slider to 39,9 or 41,1 percent of [whatever] to get the "best" result; after you just made us to forget about "having" to use a wheel on planetary basis at all.
>Planets in Galactic Civilizations III can be specialized much more than in previous versions. An industrial world, through adjacencies, can result in massive bonus manufacturing. However, on top of that, players can direct their citizens to work more in those factories via the global production wheel (and previously the local production wheel).
This isn't the way your planetary output should be viewed. When I've assigned production on the wheel before I've always assumed you were selecting what product you wanted your citizens to provide to the civilization. By putting the wheel fully 100% into production, you're saying I want to tax my citizens in the form of manufacturing output. 100% research you're saying I want access to all of the available research capacity of the planet. 100% commerce would mean simply a monetary tax on the citizens.
re different kinds of government meaning the game would have to run on auto pilot for every govt type that isnt empire... What about adding corruption as a cost for increased control of an economy? ie through political appointments, bribes and propaganda you can have more and more influence on the direction the economy takes but at the expense of efficiency, so in a free-market system the economy produces pretty much only non military goods until millions of people start dying and the economy reacts by building way more military goods but in a control economy the player can predict war coming and adjust production accordingly. Different government types get different bonuses ie free-market gets extra production but any form of control also gets extra corruption costs, an imperial planned economy has lower base production but has more control at less cost. Free market systems would pray for peace and empires would need to go to war because eventually they will get overpowered simply through inferior production.
So there is the ability to purchase more 'control/coercion' at the cost of corruption. So free market can only change from 33/33/33 to maybe 40/30/30 before massive corruption penalties kick in, but a control economy can shift as far as 70/15/15 before corruption penalties kick in, but in both cases a change of 1 causes 1 coercion penalty.
Maybe im just saying the same thing as everyone else -.-' idk my .02
So this basically boils down to from a morale nerf to a production one? good going only problem is the evil races can get around this? eg it wont apply to the Yor and the Drengin wont give a crap? As much as I would like the LEP gone I don't want something equally as bad in its place either?
Permanent coercion? So people are not relocating or adapting.
The large empire penalty is weak. Especially a new colony starting with negative morale is very unnatural. As long as you do not instruct them to build up the colony it will be better so I am in.
I've just reread quite a chunk of this thread and I think that several different things are being conflated.
Brad has spent a huge portion of his life creating the iterations of this splendid game and it's obviously his baby. He wants of course to make the best game possible but is also repulsed if that game rewards political systems that he finds offensive. As a Brit somewhere in the centre of our politics I, coming from a very different place from him but that isn't the point at all.
This is a game and in game play you make choices you wouldn't dream of making in real life. Take the two versions of Civilization I like and know best 2 and 4 (I can't be doing with the graphics of 5 - so pleased that in Galciv, clarity has trumped alleged prettiness).
In Civ2 in the endgame I always thought the best choice was Fundamentalism at 50% science, 50% happiness. The latter meant that many of your worlds were celebrating which moved them up an economic level; the former kept the science going and happiness converted into gold fuelled the economy.
In Civ4, I normally like Universal Suffrage, Free Speech, Emancipation, State Property (unless you want to use corporations) and some religious set up - Theocracy if you're warlike and powerful.
Neither of these would be at all fun to live in, in the real world. But it's a game and that seems irrelevant. It is interesting though that while they were prepared to have Stalin and Mao as leaders, Hitler - quite rightly in my opinion - was not included.
Moving on from ideology to game play, it's clear that in Galciv3, the adjacency bonuses are a toy that created unintended consequences - they simply work too effectively. The question shouldn't be how to find ideological reasons for nerfing them - any extrapolation from mankind to aliens is tenuous at best - but how to balance them.
I was very opposed when the planetary wheel was first removed but have adapted a level or so down to the focus buttons and aren't unhappy with them. What I do echo is the request that Stardock settle on one system or other - or a mixture; and then tweak in forthcoming versions but don't make huge changes.
The idea of "coercion" or whatever else you call it doesn't have to be justified by some attempted logic or political argument - it just has to be implemented to improve the game. And whatever economic system is used the most important thing is that the interface is improved to reduce fiddling. Obviously this should apply to all aspects of the game, including the economy, planetary management and ship control.
The improvement of the interface is a different topic but I would like to make one fairly simple suggestion, which is to return players to a planetary screen as soon as a terraform has been completed. The most arduous - though quite a rewarding - part of the game is going through a vast list of planets after a new terraforming tech has been unlocked, trying to optimise them. Presumably, you'd like to use the new squares once they're enabled but at the moment you have to make sure to cancel any project that applies so as to be reminded to do this. On the same topic, it would be useful if terraforming options appeared at the very top of the list of possible improvements.
Anyway, I echo everybody looking forward to 1.5 and thank Stardock again for a splendid if still flawed game.
Jon
Sorry, I should clarify re the Civ4 - it's the State property and Theocracy which wouldn't be pleasant - not the first three.
BTW, will the focus also disappear or cause coercion?
^ Focuses are still in the game, but won't appear if you are playing a race with the Coercive ability and will disappear on planets if you unlock the planetary wheel. They also do cause coercion if selected.
Frogboy, you've made enemies of the Keynesians in the community. You know about the Chicago school with all that talk about free lunches, right?
I've hated the necessity to micro-manage and tediously specialize everything to get optimal results on a per-turn basis. I'm happy with most things that reduce that necessity.
Perhaps we could add a bit more benefit / slop for going over the manufacturing / researched required for a thing, maybe adding the excess to next project? It'd make more sense, too, since workers and scientists wouldn't keep researching / building something that's already done. They'd immediately move on to the next project during that time, and one can think of the weekly choices as leader as happening at the moment that the stuff gets finished and not at a set date where the dudes have been twiddling their thumbs doing nothing. Or am I horribly misinformed and that's already in the game?
I think that coersion is an extremely organic and believable mechanic. Maybe not its current values, but...
I'd like to go one step further and implement the Austrian theory of the business cycle.
It might make for interesting gameplay, where one has to choose between economic stability and gov't production.
Granted, of course, that a galactic civilization that has any centrally controllable component would necessitate gov't monopoly over things like infrastructure and starships.
Yes, it is in the game. Hover over the blank space beneath your build cue and you will see the accumulated manufacturing at the moment. That will be applied to the next building project. It might or might not apply if you have a planetary project come at the end of the cue. That has been reported both ways here on the forum and I don't know if there is a definitive answer yet. The same principle applies to shipyards and ships.
Yes, you are horribly misinformed, but to your defense the ui does a horrible job at showing this.
With techs it's most notable as you can get multiple techs in a single turn if you pick something further down the tree and have enough research to get two or more tech in a turn. But the ui does a horrible job at showing that you can chain research and it's currently only possible when you go down a single branch.
With buildings and ships it's harder to notice since you can for whatever reason only build one per turn but the buildqueue has a tooltip that shows carryover production(but that tooltip is hard to get because the hoverover area for it is horribly defined).
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