You got the basic idea right. Factories and Research stations increase the caps for "basic" production. Basic production is then modified by the various other bonuses such as inherent civilization bonus, tile-specific bonuses, starbases etc.
Credits are used to fund the whole thing. Each production and research unit (after modification, i understand) costs 1 bc to utilize, up to your civilization's max production capacity. The amount of credits is divided proportionally to each planet, up to the maximum percentage set in the industrial capacity slider and modified by the military/social/research slider.
Yup. Or more accurately, divides MP between military / social as set in the spending slider.It splits MP between both categories?
Correct.Then you build a basic factory. This adds 8MP, for a total of 18MP. Here is my problem - that 8MP is not an always present bonus as in other games. It needs to be activated in the same way as those base 10 points. It is a raised limit, not a boosted base.
Yup. A strong economy is pretty much a necessity, since everything costs money.Therefore it costs more to run the same settings (say 70% spending with 50% to military) with the factory than without. The planet can put out more MP per turn, and reach a higher potential MP limit, but it costs more. Not a problem if you have a good economy, but potentially disastrous with a small one.
Well. You'll need that production to get those improvements done in _this_ century.So perhaps building factories at the start is not a good idea?It's also a good idea to burn the cash reserves on colony ships and scouts early on, or you'll miss the initial rush for colonies. And _that_ is gonna hurt.
Research buildings produce tp (technology points) the same way as factories. What I don't understand is that why the technology and manufacturing fundings are interconnected? Technology and industrial production aren't dependant on each other, since factories produce manufacturing points and research buildings research points. So, why the hell must you decide a balance between them? Why can't I run both industry and research at 100%?How does the research increase building work? Same way as factories?
Economic space station modules can boost the military, social and research point caps of planets in range, or increase revenues from trade routes that go through the area affected by the space station.Anyone want to tell a frog what the economic space station can do?
EDIT: I'm not really sure of all the factors. The numbers don't seem to add up. It could be that space stations and manufacturing/research resources boost the end result, after money is spent. Grr. Gotta hate poor documentation and shady mechanics like this.
Military stations can boost the abilities of allied ships in their range by a huge margin. They also possess some pretty impressive offensive and defensive abilities. They're basically "zone defense."
I'm not really sure about influence stations. They do boost influence, yes, but the mechanics elude me so far.
Edit2: copy-paste mishaps. :p
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