Anti-micro management mechanics in the game are forcing production focus down a militant path. You can't tunnel your production into growth/research buildings.
Good remark, but that's not ineluctable.
Anti-micro-management design choice prevents spammable buildings, but doesn't prevent unique (or limited, like the Species Inter-Design Academies) buildings.
A few new ones with high cost, well-crafted constraints (so as to not have them all built on the Capitol) and reasonable growth/research benefits could be interesting.
it wouldnt be hard to change the content to be able to use production for research etc without adding micromanagement.
I think this is more a (half-)conscious choice of keeping the resources distinct. e.g. egassem at 300% production (once 400%), so even if the transfer ratio would be 50%, they would have been a quite good research race as well.
Goes contrary to the design ideas imho.
What we should do is something like getting more research from the strategic positioning (like Distributed Thought Computing when it worked for ships; not the exact formula but something well refined).
I mean something like getting ships exactly three jumps away from a particular Special on five systems distant by at least five jumps from each other¹ (to get triangulation data).
Which means that your production is used to make warships that can occupy and defend a large area of space (which requires good tactics and probably also strategy, and provides opportunities for others to try to disrupt your actions), and if you succeed then you get a good reward in research.
Or what is standard in 4X games, build buildings which provide Research (like the Automated Historical Analyzer).
We don't want spammable buildings and the AHA is actually quite lame since it's nearly a no-brainer, but we could think of buildings with different requirements, in order to produce an interesting gameplay (like a building that works only² when there are no settled planets up to three jumps away, or a building that works only when there are three oceans focused on Research in the systems less than two jumps away).
Different buildings with different costs that nudge towards different gameplay/empire shapes would certainly add to the game.
It's also possible to have more techs unlocked by buildings rather than by other Techs.
so maybe what changed is that the payoff for putting production into growth got smaller while the payoff for putting it into military stayed the same.
it would be interesting into which directiion we should evolve this.
Good remark and good question indeed.
allow some/more production to be transferred to other ways of winning besides conquest or maybe transfer to enhance defense.
note there are all kinds of ways to restrict this in order to moderate this, e.g. one 400P build-once building with which provides 150RP, and one 2000PP build-once building which provides 500RP and then 10000PP providing 200RP.
Bad answers imho.
Buildings that allow Policies that help Research, maybe (if they have strategic consequences, I mean).
but we could combine this with punishing loosing ships unnecessarily harder via opinion based mechanics. e.g. ship upkeep depending on species opinion. that would probably introduce some "management opportunities", but lead to more diverse fleets. which i think would be an interesting thing.
Interesting, hard to balance though.
I have no idea how to actually implement this...
side-note: i think muursh should get high influence upkeep for ships; they hate war but are really good at fighting
Oh, nice idea !
¹ yes, maybe the galactic topology won't allow that; feel free to tailor the formula more precisely
² or mostly
Statistics: Posted by LienRag — Sun Apr 06, 2025 5:58 pm