Unaccounted income (1.1.7.1 Public Beta).

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Foraven
Posts: 335
Joined: Mon Apr 20, 2009 1:32 am

Unaccounted income (1.1.7.1 Public Beta).

Post by Foraven »

unaccounted income.jpg
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For several in-game years, the cashflow has been negative. However, I always have a lot of cash in the bank for some reason despite doing huge expense like whole new fleets, crash research and planet improvements. Problem is, that extra income just isn't accounted anywhere. The only drawback I had is the AI stopped building troops...

Is it a bug or some feature I don't understand?
fruitgnome
Posts: 628
Joined: Wed Jun 04, 2014 11:49 am

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by fruitgnome »

Savegame and I will have a look at it.
Foraven
Posts: 335
Joined: Mon Apr 20, 2009 1:32 am

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by Foraven »

fruitgnome wrote: Sat Sep 23, 2023 5:50 pm Savegame and I will have a look at it.
Ok, here two of my savegames. Why 2? One works and don't crash, the most recent one crash to desktop once the advisor send my newest fleet to attack (meaning I can't continue that game anymore, at least from that save).

https://www.dropbox.com/scl/fi/eydg6ynh ... e9nho&dl=0
fruitgnome
Posts: 628
Joined: Wed Jun 04, 2014 11:49 am

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by fruitgnome »

Tried to test, but can't, I have not the latest dlc. (Missing ship hulls)
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Nightskies
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Location: Colorado

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by Nightskies »

Bonus income. Cashflow does not account for it. Depending on the circumstances, your bonus income can dwarf your cashflow. For example, my standard method includes a strong tourism income that rivals, and sometimes exceeds, cashflow.
Foraven
Posts: 335
Joined: Mon Apr 20, 2009 1:32 am

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by Foraven »

Nightskies wrote: Sat Sep 23, 2023 10:28 pm Bonus income. Cashflow does not account for it. Depending on the circumstances, your bonus income can dwarf your cashflow. For example, my standard method includes a strong tourism income that rivals, and sometimes exceeds, cashflow.
Why doesn't it show up as such? It's quite annoying that I have a huge income that keep re-filling my coffers faster than I can spend it, but the automation still consider that I am running at loss. The game should consider that income just as much as the rest.
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Nightskies
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Location: Colorado

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by Nightskies »

Foraven wrote: Sun Sep 24, 2023 12:40 am Why doesn't it show up as such? It's quite annoying that I have a huge income that keep re-filling my coffers faster than I can spend it, but the automation still consider that I am running at loss. The game should consider that income just as much as the rest.
Of greater significance, is that bonus income cannot be allocated to Growth or Research funding, or directly cover maintenance prior to allocated funds for Growth or Research. Only taxes and tribute can.

I can't really say why this was decided, but all bonus income is notably a one-time earning. Every year, any and all of your bonus income can be minimal (or outright zero, conceptually speaking) even when last year's was enormous. Taxes fluctuate, but short of suddenly losing major colonies outright, you can expect taxes to be far more steady. So, in other words, there is no "anticipated bonus income". Just "last year's", unlike taxes, which are allocated first to maintenance, growth, and research (and reserve, which I say should almost always be set to 0) based on anticipated income.

This goes into more detail about the economy.
https://steamcommunity.com/sharedfiles/ ... 2948376176
Foraven
Posts: 335
Joined: Mon Apr 20, 2009 1:32 am

Re: Unaccounted income (1.1.7.1 Public Beta).

Post by Foraven »

Nightskies wrote: Sun Sep 24, 2023 3:05 am
Foraven wrote: Sun Sep 24, 2023 12:40 am Why doesn't it show up as such? It's quite annoying that I have a huge income that keep re-filling my coffers faster than I can spend it, but the automation still consider that I am running at loss. The game should consider that income just as much as the rest.
Of greater significance, is that bonus income cannot be allocated to Growth or Research funding, or directly cover maintenance prior to allocated funds for Growth or Research. Only taxes and tribute can.

I can't really say why this was decided, but all bonus income is notably a one-time earning. Every year, any and all of your bonus income can be minimal (or outright zero, conceptually speaking) even when last year's was enormous. Taxes fluctuate, but short of suddenly losing major colonies outright, you can expect taxes to be far more steady. So, in other words, there is no "anticipated bonus income". Just "last year's", unlike taxes, which are allocated first to maintenance, growth, and research (and reserve, which I say should almost always be set to 0) based on anticipated income.

This goes into more detail about the economy.
https://steamcommunity.com/sharedfiles/ ... 2948376176
I screwed up big time in that game I guess. I have too many ships and structures for the tax income, now I have lots of cash but using it on more ships, structures or troops just make the problem worst. I learned my lesson and won't do that again in my new game. Also, I made my fleets way too large, they become a logistic nightmare whenever they are used since they take forever to refuel or repair. Smaller, but more numerous fleets are easier to manage (for the AI at least).
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