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Can someone explain to me what I am seeing?

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7 years ago
Nov 30, 2017, 11:13:48 PM

Hello,

I am currently playing a game as the Riftborn. I am including the latest save file so anyone can examine it for themselves and see the exact details I am making reference to.

Dust production dusn't make sense.sav

(Sorry about the typo)

The dust production numbers just don't make sense to me. I am running very low on dust output and I don't think I should be. Please let me list a few things I see.

Empire Approval is at 100% giving me a 30% dust bonus.

Every system is up to level 3 system development which includes Dustcidious Trees. So every member of my populous is getting a +4 dust bonus.
4 of my 6 systems have built Pulvis Production which gives all of their population a +2 bonus (doing a quick check this means only 6 of my 56 population are NOT getting this bonus).
I have what I would consider a very small fleet which costs me ~126 dust/turn.

All of that makes me think i should be swimming in dust, yet I am barely breaking even.

I started to try tracking down the problem. I opened a random system screen (Rasam) to examine the local finances. It says my system dust production is at -6 which intuitively didn't make sense to me. When I hover over it I see a 140 dust production and a 146 cost for star system improvements. Again, the costs just don't seem right. I open the list of improvements to see where the dust is going. It still says my improvements add up to 146 dust but when I count them myself it comes out to 86 dust. Huh?

Okay, I see my mistake in the previous example, I missed the cost of the System Base (60) which was grayed out.

Now what? I have played the game (solitaire) at least a dozen times and I don't ever remember things being this tight financially. When I look at the victory and performance screen I am listed as 2nd in the economy section which would seem to indicate I am doing relatively well compared to my AI opponents.

Can anyone please explain this to me?

Thanks!

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7 years ago
Dec 5, 2017, 7:11:26 AM

I loaded up your game and things look just about right.  The rule of thumb that I follow within my own games is to plan around the 25% industry conversion to dust technology (tier 3 economy technology 'Maximized Exploitation').  I then make judgment calls on what to build on each system around that conversion.  For example, I only build the predictive logistics improvement (20 industry per planet) if a system has four or more planets since the upkeep for that improvement is 16 dust, I will only break even if the improvement generates > 64 industry.  I then go around tuning my systems to increase dust output when necessary (for example, I put colonial exchange specializations on my sterile planets since they get double the dust bonus).


My own two cents is that the game is tuned around just barely getting by on dust.  Otherwise, you would just colonize every system and build every single improvment on every system.  If you want to be a dust generating powerhouse, you really have to go after it.  I personally favor systems with a lot of hot/sterile planets (desert, ash, lava) because I can flip them between industrial powerhouses and dust powerhouses.  I then use my cold/fertile planets for science and influence generation.  You're on the right track about the dustcidious trees, but in some of my games, I only get access to crappy luxuries like redsang (food bonus).  However, I can then demolish food improvments once I'm happy with the population on a system to save on dust upkeep.  You have to be careful about colonizing systems that are dust sinks.  If every planet in a system has zero yellow bars, your empire better have a dust surplus before you decide to colonize that system.  If you need to colonize it to get access to strategic or luxury resources, you may have to tune your other systems to output more dust to cover for the loss on the new one.


Anyway, for the save game that you uploaded, I would just immediately research Astrofinance (tier 2 economy) and then build Xenotourism Agencies on all your systems.  A good number of the economy buildings have zero dust upkeep, so building them is pure profit.  If you're still concerned about dust output, you could then research Maximized Exploitation (tier 3 economy) to get access to Public 3D Printing.  What I usually do is make sure that Public 3D Printing is always at the bottom of every system development queue.  That way, if a system ever runs out of things to build, they just make extra dust.  Then, whenever my economy needs a dust infusion, I move it to the top of the queue to *pause* development and just make dust for a few turns, then move it back to the bottom of the queue to resume other development.  Of course, you now run the danger of forgetting about systems entirely because of the inifinite production time, but hey, at least they're making extra dust.


Sorry, this was a bit rambly.


-HP

Updated 7 years ago.
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7 years ago
Dec 22, 2017, 8:00:32 PM

I think your right about "just barely getting by on dust". I guess I was hoping that wasn't the case.

Thanks for the advice.

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7 years ago
Dec 22, 2017, 10:35:01 PM

why would you scrap your food production? you can construct a building that totally converts food to industry, its so much better to invest in it than to try to minimize costs.

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7 years ago
Dec 24, 2017, 6:30:31 AM

Pretty sure the food > industry conversion is a final tier tech.  Until you can unlock that tech *AND* build it on the system, there is no real point to having food production > 300 on a system.  My understanding of the 'intended' food progression is:


1) Research and build the tier 1 and tier 2 food improvements as needed to get food production on a system somewhere healthy which I feel is between 100 and 300.

2) The tier 1 ship upgrades also include manpower conversion improvements.  If your systems are greater than 300 food, or you want to slow down growth to avoid overpopulation penalties, or the system is already at maximum capacity, you build one or both of those improvements to curtail food production.

3) If you really want to min/max, after building both manpower conversion improvements, you can demolish food improvements to save on dust upkeep.  I usually only do this if the system has minor populations that produce food on their own.  I also try to maintain happy/ecstatic headroom so that just in case approval goes to content, I don't start losing population units.

4) When you finally reach the endgame and have the food > industry tech in the research queue, add all of the food improvements to your major production system queues in preparation.


Scrapping buildings doesn't feel like an ideal solution which is why I submitted an idea for disabling/mothballing buildings for use later in the game (https://www.games2gether.com/endless-space-2/ideas/1414-option-to-disable-system-improvements-remove-instant-scrap).


-HP

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