Allow governing by raw values

So far as I know, completing an enhancement with extra resources has no advantage. By this I mean if I'm building a factory which costs 30 manufacturing points, building it in 3 turns at 10 points per turn is the same as building it at 14 points a turn for 3 turns, the extra 12 points is wasted (and would have been better spent on research say).

It's possible to solve this by setting the percentage on manufacturing to the correct amount so that it's exactly 10, however, it means you have to do with whenever your production increases, from population / morale/ enhancements. Basically this means you have to do this calculation every couple of turns. On top of this, if you have military output on the plane you have to fix the ratio of social to military spending. When you have 10+ planets this gets old really quick.

Now, you could just set certain percentages and live with the inefficiencies but I want to squeeze out every bit of production I can :P

I propose allowing 2 out of the 3 planetary yields to have fixed raw values. The way it would work is you have 3 input fields next to the production wheel, one for each production type. You enter a value for one of the production types and the production wheel becomes another slider with the two endpoints being the other 2 remaining production types. If you enter a second production type the slider disappears and the remaining is allocated 100% to the other production type which becomes read only (otherwise they could allocate < 100% of resources). You could have radio buttons next to each input field that controls/indicates which values are from raw input.

Anything along these lines would be greatly appreciated. I love this game and want to see it grow :)

 

4,844 views 4 replies
Reply #1 Top

It is actually not wasted. We've been calling it "overflow". You can see how many build point are currently in overflow by hovering over an empty spot in the planet and shipyard queues. I don't remember if there is a way to see research overflow. For some technical reason they don't show progress in the progress bar for the next thing in queue. It's clearly not the most obvious UI design, but it's what we have right now. And it means you do not have to babysit the production settings.

Still, I would also like to see better production management interfaces, but I don't think we'll see those anytime soon.

Reply #2 Top

when i first started playing GC 3 i also thought that the extra production would be wasted. the main reason for this assumption was that the tooltips didn't update when you change the slider values - only when you add/remove items to the queue (don't know if that tooltip issue has been fixed in the meantime). 

but acutally, it works as eviator said, the extra production overflows to the next building in the queue. if you have 400 points of manufacturing to do and you set your slider to 40 points, the queue is finished in 10 turns. the only limitation is that you can't build more than 1 item per turn, so setting the slider to some point where you build/upgrade one item per turn and still accumulate overflow is actually somewhat wasteful sine the overflow is never used up (don't know what happens to that stockpile, i guess it starts degrading after a while?)

btw, while we'e at it - the techs that reduce manufactuing cost of buildings also don't update the tooltip - if you stack up manufacturing cost reduction you'll still see 101 points of producition for a research academy (or whatever) when in reality it only takes 60 points to actually upgrade. 

 

i guess if they fixed the tooltips and added a more obvious way to display the current overflow this would help more than some "target value" setting fro manufacturing.

 

 

Reply #3 Top

I think in many games you eventually get to the point where you spend that ever accumulating overflow on one of the special projects. Saving it for the ultra-terraformer isn't a bad idea either. The overflow does not decay. Also if you have overflow, you can shut off manufacturing altogether and the planet/shipyard will continue building anyway until the overflow is used up. So it's a way to, for example, focus manufacturing 100% on ships while continuing to upgrade improvements.

Reply #4 Top

Ok didn't know about that, not as bad as I though then. I'd still like the greater control so I don't have to move that overflow around but that's a wish-list type request now I guess.

Thanks for taking the time to response :)