The Manager Tab

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UesugiKenshin
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The Manager Tab

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The Manager controls 99% of the time, and does so extremely well. You would waste hundreds of hours micromanaging to little gain.

But if you build hundreds of sectors, you will rarely see that the system reports that construction wll take hundreds of turns for some starship or building at the advanced level. Why is that?

The manager prioritizes food so starvation does not occur. The manager also monitors how low the mined ore and crystals are versus the storage cap of 125,000 per resource per sector. And the manager monitors energy use too.

And the manager is monitoring morale, bombardment, and shifting aroud labor as required so research gets done.

After doing all the research at level 14, you have wasted labor on research which is a shame as it accomplishes nothing. Maybe you should scrap the research buildings. That makes my stomach hurt to do.

So when you want to get that starship or level 5 troop unit made, and you already have an extensive military, the manager does not see it as a priority on some sectors.

Or the manager thinks you need titanium to be mined as a priority when in fact in that sector, you are struggling to get your iridium storage up to do upgrades.

So in these cases, you can override the manager and click on the plus and minus buttons widget and modulate in that sector to prioritize.

The problem is you forgot you did this. If you fiddle with the management process, then every 10-15 turns, click on the manager tab, and the swipe your finger across the sector names, and see if you forgot this reprioritizing.

I have hundreds of sectors under my control in a large sprawling galactic empire on a huge map. It's easy to forget what you did 20 turns ago when there was a pressing need.

Some minor aliens are not as efficient workers and so you modulate this efficiency by more high level factories (for the most part) and sometimes mines. For most sectors, 4 is the magic number as that will work the majority of the time with minor adjustment. Even energy can be managed this way. Energy is very misleading in how it's calculated. See the energy topic or you will overbuild energy when it's not required.

Watch your spending as too much infrastructure makes upgrades horribly expensive. More is not better but automatically reveals inefficiency.
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Re: The Manager Tab

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To build a lean mean fighting warmachine, you increase efficiency. You have to have surplus infrastructure in a few cases to cope with the fog of war. Murphy's Law also happens.

https://en.m.wikipedia.org/wiki/Fog_of_war
https://en.m.wikipedia.org/wiki/Murphy%27s_law

"Anything that can go wrong, will go wrong..." but in military operations it's largely because your soldiers are operating at a high operating tempo under extreme duress.

https://www.armytimes.com/news/your-arm ... -training/

Fog of war is typically piss poor military intelligence and partly from inadequate scouting missions. Bad intel is worthless. Inadequate scouting fed to military intelligence, then gives them poor data and so ridiculous assessments not driven by reality become policy. In this case, you are a one man army/navy/space force and it's your fault.

Then in the thick of battle, FUBAR situations happen because accidents happen and stupid leaders get revealed.
https://dictionary.cambridge.org/us/dic ... lish/fubar

That is how soldiers get killed typically, by some asinine decision making.
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Re: The Manager Tab

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The manager tries to generally control labor so that things operate efficiently in that sector.

Let's say you are playing a sandbox game and thus intel needs no points per turn in that sector and that you have achieved Level 14 research and so no further bonuses exist to make objects or buildings. In my case, I could scrap research buildings or power down special projects, but I'm creating an advanced save game for the community.

Many new colonies could take tens of turns to be constructed. Many starships could take longer. Or I could go to the manager tab, and ramp up all areas but intel and research, and thus only a minimal amount will go to these (as long as there are things to do).

Mining operates in a sector until it hits a cap of 125,000, then halts in that resource mining. If nothing is being built, then as listed above, and if the storage caps are not reached, then configured this way will prioritize mining.

It makes it take far less time to make improvements.

Similarly let's say you wanted to focus on research. Of course you can build special energy using devices like long term simulators or make more research buildings. But you also could ramp up focus on it as maybe you are racing towards a research goal.

Or doing espionage/sabotage. You make more buildings and special projects to protect as well as attack, but you could also ramp up the intel bar to 100%.

"I'm commiting more people to the intelligence agencies so the empire has excess personnel to ensure opperations are favorable."

Try it. Take a note of how that affects these values. It's a function of total laborers by population too.

If there is little to do as nothing is being constructed and all the mines have 125,000 in storage per resource, then as long as there are excess buildings like in this specific case research buildings doing nothing useful, then the manager tries to still keep doing research.

Don't build what you don't actually need. You don't need 12 farms and ifyou havethem, the AI manager thinks they need laborers, but there is a 25,000 storage cap and so no more food can be made and stored.
Zuletzt geändert von UesugiKenshin am Mittwoch 17. Juni 2020, 21:38, insgesamt 1-mal geändert.
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Re: The Manager Tab

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Maxing out mined ore and crystals means you can later use these for resource routes elsewhereor cash them out (especially when you manipulate the value of resources).
[It is not wise to cash out the storage of a resource such that 50,000 or less is available a strategic reserve. That is lethal during war operations.]

It's better tobe very efficient and only building what you need and doing upgrades, saves you time and money.

This is called being on "a war time footing". If you have lots of people and don't configure sectors using the manager adjustments, then say sectors defenses or valueable upgrades could take 5 tijes longer to construct, and you don't always have more money to rush production.
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Re: The Manager Tab

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During wartime and suffering bombardment, it's wise to have some redundancy, right? Bombing could destroy infrastructure and induce famine or severe energy loss or cripple research or mining operations as buildings are ruined.
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Re: The Manager Tab

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When you have hundreds of sectors, I really doubt you want to adjust everything. That level of trimming is too much trouble and is not fun or entertaining. You can specify how many laborers in the production screen in various aspects of that sector , but I don't think you will do that very long.

Some very cerebral folks might edge out the AI but doing so is tedious.
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Re: The Manager Tab

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The manager tab works well 90+% of the time, BUT unless there are adequate factories and mines, even if you adjust what amount of workers you want in an area (from 0-40), then the system will have trouble redeploying them due to lack of infrastructure.

Your oldest colonies start with low efficiency infrastructure, so you may have 10 mines of each when in turn #600, 4 mines is fine. So this facilitates the manager redeploying workers.

You can turn if off and do it by hand in the production screen and it may be better but still some will be farming when the food storage is maxed it. It's dependent upon the maximum number of citizens, right?

Eventually you are going to have 10 factories at very high levels making advanced ships in a single turn as billions are focused on a war machine footing. You need a lot of money and economic acumen to make millions so you can make the best ships in a turn.

When you get that to happen in turn#700, you can crush the enemy as the computer can't make as many and you overwhelm them.

I started attacking extraordinary ships with fleet of my customized expensive ships made very rapidly, and crushed the enemy. They would flee rather than fight.

You built an economy of WAR rather than a standard economic powerhouse. Trillions of citizens focused on annihilating the enemy as their sole purpose. That is the danger of fascism. It's hard to return to normalcy.
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Re: The Manager Tab

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By setting the manager with settings for trigger setpoints, there is great variability on intelligence gathering. The Omega in the turn #300 advanced save game with all six empires, by turn 320 can produce 1.7 million internal security points. But that is a total police state well beyond what even the Romulans or the Cardassians ever dreamed up.

I typically created 10 intelligence agencies per sector...because both te Rotharians and Cartare can produce more base internal security points, espionage, and sabotage points. So unless you do this, about turn# 300-400, sabotage spectacularly and ruins the game...in absurd ways.

I can traverse 90% of the galaxy as the Omega due to many modifiers, but the other 5 empires cannot. At that point, the Omega could legitimately begin to build spy networks, but they would be crude give immense distances. The Rotharians are diplomatically isolated in the far northeast, and a fraction of the Omega empire. The Cartare are calling apart due to lacking cohesion to maintain an empire. Neither could realistically oppose the Omega.

But they did try and succeeded once in ruining a fruitful but mercurial and tenuous relationship with the Karrorr. That was at a setting of 20 versus 40. I set it to 30, and in doing so , the internal security points fell to 700,000.

But this allowed those workers to do essential mining and research. Now I am probably going to raise it to 35 on some sectors.
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Re: The Manager Tab

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viewtopic.php?f=107&t=7284
You should read this as this discusses how energy output and the manager functions.
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Re: The Manager Tab

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Whatever your innate species' ability, and then modified by buildings, then modified by special minor alien races' special projects, and your current research and special research, then determines how many points you have for research, espionage, sabotage, invasion capability, etc. And it has to be powered up as well when derived from buildings.

So the actual numbers available for research and sabotage or whatever are quite complicated. It's crucial to make excess money and do research as fast as possible to then acuire many minor alien races by membership and or conquering. Their special projects are a HUGE BOOST. It is a big error to think of them as inferior as they can do some things way better than your own empire.
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Re: The Manager Tab

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viewtopic.php?f=107&t=7727
This is the most important post out of 2,000 posts. If you understand this, you can routinely beat, even annihilate the AI at the beginner level. It is essential that you understand this as it totally changes all strategy. It completely empowers you economically and it took a tremendous amount of time to distill down in a basic formula.

At turn#320, the Omega have 5x the average in every metric like military or GDP o productivity or research.

Every turn, I make a million and spend 400,000 to a million. At one point, I had 1.7 million in the treasury. It's the best I ever played and I know I can do better.
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Re: The Manager Tab

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There is a strange occurence where even though the manager function is on, and there are mines, and sufficient population, sometimes the manager does not generate workers to produce natural resources. And the generated amount appears differently in the trade screen under systems versus what appears in the construction screen.

What I do is rush all infrastructure (see the making millions topic) and then if mining doesn't work, and you do not need starships or troops from that inhabited sector, then set the slider for industry to zero. That will then tell the manager to reprioritizes and if the sliders are set to 100% for natural resources, it will max out mining in stages.

You want to have a cache so you can rush production if necessary.

This bug is not consistent and until 72 hours ago, I did not realize it was occurring so frequently. It tends to be hidden as a result of using LOTS of resource routes. Technically you can get by with a minimal amount of resource routes by purchasing raw materials and then receiving them the next turn. That is one significant way to make millions as is rushing infrastructure and especially starships. At turn #400, I can rush all Vi dreadnought for most of my inhabited sectors and make 30+ million a turn. When you have 250+ well developed inhabited sectors, without resource routes, that is a lot of clicking to make that happen.

I have 1300 Omega vessels of various types so I'm maintaining about 32-33 million as more just seems crazy. At one point, I had a 100 million in the treasury. Now in turn #450, I have 300 stolen starships, 1300 Omega vessels (that are custom designed) and maybe 5000 level 6 troops and 300+ inhabited sectors on a 40x40 galactic map.
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Re: The Manager Tab

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As one develops large mining caches, the BotE system screen for an inhabited sector does not properly indicate the actual amount as some might be supplied through a resource route, but there also are numerous errors. So you look at the trade screen to get a more correct assessment. As the threshold limit is reached, the manager is consistently still mining uselessly.

Example
The Terran sector has reached the cut off of 125,000 for all ore, but crystals are still at 60,000. So you would presume the manager would have all workers mine crystals. Nope. You might set crystals to 100%, set the rest of mining to 0%, and set industry to 0%.

The problem is micromanagement versus time when you have 418 inhabited sectors as doing all that manual "trimming" might add hours on to every turn, thus while mining efficiency might improve, it makes BotE a plodding affair.

Most players want to FIGHT BATTLES not micromanage the economy.
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Re: The Manager Tab

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Common sense dictates that it is wiser to create resource routes so one uses up resources made in inhabited sector X and routes them to inhabited sector Y and so such efficiency saves the empire money.

Wrong. That is not profitable. You build up resource caches individually. You rush production to inflate the perceived value of individual resources. You have no good accurate tally of where resources are being sent from, so reconfiguration is problematic. You then sell off resources wherever they are most abundant to deflate their value to 100. You then take surplus, and dump and maintain about 125,000 interstellar storage.

Then at the beginning of the next turn, you send up to 20,000 units into new colonies through interstellar storage so they have some cache as the established base of raw materials. Then in turns beyond turn #200, you start having large profitability where 100,000 is made up to millions per turn.

You actually can restrain from resource routing on a 50 to 100 turn gap, and largely to remove superfluous ones as domestic mining can take over. You look in the empire system resource screen, sort by amounts, and buy resources to get them where they are needed as the amounts have fallen to zero. That inflates the ore and crystals prices, and you deflate them by selling them again down to 100.

This is how you manage the economy in actuality. That is crucial as that is how the Omega have between 29 million to 100 million in the treasury and how they can rush every troops and starship and building every single turn.

Efficiency and common sense is ruinous in the world of BotE and that is why a human player can probably always beat the AI. That means humans can rapidly pay for research and complete it by turn #300 and then scrap all research facilities as there is no benefit beyond level #14. Then one focuses on industry or mining or making food...and seldom has to waste time managing food.
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Re: The Manager Tab

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In a modded version of BotE, then if there are levels 15,16,17,18,19, and 20, one would keep doing research and achieve monumentally significant buildings and magnificent starships.

One would have to be careful and use them in fleets in space, and not in ground invasions or one would vaporize all the civilians.

Then scrap the research facilities after level 20. I'm inclined to believe that resources that are absent in a sector can be created by advanced matter manipulation and replication, thus even when a sector has no duranium, it can be made, not mined.

Advanced tech could accomplish unusual goals that affect anything like total number of resource routes, alternative energy, vastly improved robotic enhanced industry points, whatever.

Likely any Cartare labor camps or Omega internment camps then can be enhanced through levels so they are transformed into citizenship, suffer no morale benefits, and have some other function like political representation. Humans would just scrap them, but the AI may not, thus a new level would eliminate the deleterious earlier effects.
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