03-28-2011, 05:38 PM
My understanding of the rules is that when you build or research things, FIRST it draws from the production capacity on that planet. THEN if necessary it will draw down your EU reserve, which is global to your empire.
EU is apparently produced 1 for 1 when you have unused production capacity on a planet. So if your homeworld can produce 600 and you only spend 500 on a given turn, 100 gets added to your EU reserve.
That EU reserve can be spent anywhere, so you can have one planet build "nothing" and hence add to your reserve with it's production capacity that turn, and then have some other planet spend EU out of the pool to build things locally. The only limit is that colonies can ONLY spend an amount of EU on any given turn equal to their existing production capacity. (Except the home world, which can spend at any rate.)
I have two mild criticisms of this:
- There is no penalty for stockpiling EU. You could conceivably build a large stockpile of it, 1 for 1, wait to spend it (say on a big ship), and then take no hit in terms of lost efficiency.
- Also, you don't need to ship EU anywhere - it's a global pool. So you could have colonies churning out EU and have your home world spend it the next turn with no limit. There's no reason to transport RM to your industrialized worlds.
I understand it is simpler to keep this abstract, both for playability and to keep the code simpler. But if I were the esteemed developer, I would set, say, a 20% loss when converting production to EU, as well as a distance penalty (to account for shipping costs) unless you transport it yourself.
I may have this wrong, so please correct me if I do! As it stands, I think I will set up as many remote production colonies as I can, and just keep spending the EU on the home planet. We shall see...
EU is apparently produced 1 for 1 when you have unused production capacity on a planet. So if your homeworld can produce 600 and you only spend 500 on a given turn, 100 gets added to your EU reserve.
That EU reserve can be spent anywhere, so you can have one planet build "nothing" and hence add to your reserve with it's production capacity that turn, and then have some other planet spend EU out of the pool to build things locally. The only limit is that colonies can ONLY spend an amount of EU on any given turn equal to their existing production capacity. (Except the home world, which can spend at any rate.)
I have two mild criticisms of this:
- There is no penalty for stockpiling EU. You could conceivably build a large stockpile of it, 1 for 1, wait to spend it (say on a big ship), and then take no hit in terms of lost efficiency.
- Also, you don't need to ship EU anywhere - it's a global pool. So you could have colonies churning out EU and have your home world spend it the next turn with no limit. There's no reason to transport RM to your industrialized worlds.
I understand it is simpler to keep this abstract, both for playability and to keep the code simpler. But if I were the esteemed developer, I would set, say, a 20% loss when converting production to EU, as well as a distance penalty (to account for shipping costs) unless you transport it yourself.
I may have this wrong, so please correct me if I do! As it stands, I think I will set up as many remote production colonies as I can, and just keep spending the EU on the home planet. We shall see...