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Brucesim2003

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I set the green production slider to ensure the required IC is used for production. It is ignored and a surplus of money is produced - that I don't want or need. the only way to force it to devote the required IC is to move the red slider on the money slider.

Cheers


Bruce
 
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Fulmen

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Are you sure this is a bug?

Green is minimum, red is maximum. You must set the max. to lower if you don't want a surplus as you described.

Another way I suppose is to set the green arrow full right and use the red arrow to control how much money you produce. This way you'll always get the money you set the slider to and the AI won't give you surplus or take any away.
 

Denniss

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No, it's a problem with advanced sliders - they always overproduce money even if there's a shedload of money on your bank. It also overproduces money if there's a need for IC on other options like upgrade.
In short: without manual limitation by moving the red slider the advanced sliders are not capable of producing exactly the money you need to keep the balance even.
 

PB-DK

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manpower produced money also has no effect on advanced sliders and overproduces a lot when there is a high amount of free manpower - (makes modding money effects impossible) this should be looked into for next version please
 

Denniss

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In CORE we use several events with negative offmap money - this is also not accounted for by the sliders. You are always in the negative with money. The standard autosliders do not react to an out-of-money situation, the advanced sliders do but on a low level playing ping-pong with the sliders (one day it jumps to CG production and the next day it jumps back to production).
This was tested with a new USA game in CORE, it had almost no manpower left and -9 offmap money. It's gotten better as mobilization events presented several hundred manpower for free but not enough to counter the offmap money flow. We had to change the events and use a taylor-made national idea with higher CG needs to have the same effect.