Should excess production be able to funnel into Planetary Projects for a one time boost?

Question is simple, and in the title.   But to expand a bit, I've been slogging through my game I started in 1.0.0 (it's taking me a while to do a 1600 base/I/A/A/A game, alright? :p) and I noticed something interesting, and perhaps counter intuitive.

Production that is not used on one turn is rolled over to the next.  Great.  A godsend, really.  However, it doesn't appear that when one switches to a Planetary Project that the excess production one has on hand is used.  Instead it appears to be flushed down the drain, gone forever.  Near as I can tell, at least.  If I am wrong (esp as of 1.0.3), never mind this post. :)

Now I DO NOT want to restart up the more-than-one-thing-at-a-time debate.  So please don't mention the war bring that up. :)  But I do find it odd, and a very slightly  irritating that thousands of units of production can be flushed away without seeing any use from it whatsoever.

I also realize that it might be a bit game breaky/exploity to be able to suddenly send, let's say, 6000 Accrued Manufacturing Points into Population or Wealth.  That'd be an insane population jump, for instance, and could lead to all sorts of fun.

OTOH, well, those production points were never used. Plus it's a One Off event.  If someone has spent 200 turns slowly building up AMP, I'm not quite so sure it is all that bad if they are able to dump them into something useful much later on.  It sure beats fiddling with the Production Wheel every turn.

12,138 views 10 replies
Reply #1 Top

+1

Would be nice if projects do not use the accumulated points, that they would at least not wipe them out.

Have you tested to see if the accumulated points are used in projects?

Reply #2 Top

My theory is that if you are going to maximize that carefully, then you are also going to plan ahead for one off events where you are going to switch a planet to project mode.  You turn off your production and let the buffer drain out.  If you are really good, the last improvement/upgrade finishes just as you are ready to go into project mode.  I slide the planet governor over to 99% military during the last upgrade and let it slowly finish and switch to a project.  I figure the 1% social production setting ensures I am getting the 10% bonus from whatever project I am running.

Does anybody know if you still get the project bonus when you are running 0% social manufacturing?

Reply #3 Top

You do not get the project bonus with zero manufacturing, but you did with 0.1 manufacturing. Anything nonzero.

Reply #4 Top



Production that is not used on one turn is rolled over to the next.  Great.  A godsend, really.  However, it doesn't appear that when one switches to a Planetary Project that the excess production one has on hand is used.  Instead it appears to be flushed down the drain, gone forever.  Near as I can tell, at least.  If I am wrong (esp as of 1.0.3), never mind this post.

Just to confirm, a quick test shows that excess production in the manufacturing queue does not get used if you change to a (non-shipyard) project. Those points simply get wasted and set to zero.

Reply #5 Top

The other manufacturing waste that occurs is when you rush buy something in the manufacturing queue. Not only do you lose all of your stored up manufactuing, you also lose any manufacturing that you produce that turn

Manufacturing waste from either rush buying something or building a project creates a need for the player to micromanage the manufacturing queue if they want to not have wasted points. This does not contribute to game play in any way.

I would hope the devs would consider having projects not touch the manufacturing carryover points at all, and rush buying would both not waste the carryover points and allow for a way for the manufacturing you do create that turn to be added to the carryover points. No waste = no need to micromanage this aspect!

Reply #6 Top

Update from the 6/19/2015 Dev Stream for those interested:

The question of projects wasting all of your stored carryover manufacturing was brought up, and there was mention that it would be looked into so that at least you don't lose all of those stored points. (Does not sound they will add to your project, maybe just not cause them to disappear.)

Wasted points if you rush buy was not addressed. Hopefully this would be looked at as well.

Reply #7 Top

"wasted points if rush buy" aren't wasted, its now cheaper in credits to rush.  Per 1.1 update notes:

 

Balance

You cannot select food and growth modifiers as a custom faction if you are playing a synthetic race anymore

Rush costs are now modified by the turns remaining

You can no long stack Yor assembly projects beyond your population cap

Reply #8 Top

Quoting dansiegel30, reply 7

"wasted points if rush buy" aren't wasted, its now cheaper in credits to rush.  Per 1.1 update notes:

 

Balance

You cannot select food and growth modifiers as a custom faction if you are playing a synthetic race anymore

Rush costs are now modified by the turns remaining

You can no long stack Yor assembly projects beyond your population cap

Not quite. I am talking about 2 things with rush buying causing wastage.

1) If you have carryover manufacturing points in your queue, when you rush buy something, it does NOT take into account those carryover points. The rush buy cost is the same regardless. So if you have 100 carryover manufacturing points, and you rush buy something that costs 200 manufacturing points, you pay 2000 credits for the rush buy, and the 100 carryover points are gone forever. (Requiring you to micromanage by waiting one more turn for the carryover points to be spent, then you can rush buy that next turn instead at lower cost.)

2) If you rush buy, the manufacturing points that you produce that turn go nowhere. They do not get added as carryover points to the following turn. So if you are generating 100 manufacturing points per turn, and you rush buy something that costs 200 manufacturing points, you pay 2000 credits for the rush buy, and next turn you have no carryover points. (Requiring you to micromanage the current turn manufacturing to set it to zero to avoid this waste.)

Reply #9 Top

I see your point.  The easiest thing of course would be to have them have those manufacturing be applied in consideration of the rush cost (hence their feature that reduces the rush cost based on turns remaining), but then you could exploit that by putting manufacturing at 100%, rush buy, then go back to normal.

 

Hmmm....but you doing a rush buy and turning manufacturing to zero is the same exploit, but in reverse???  Sounds like you want the benefit of a micro-based exploit, without putting in the effort into the micro.

Reply #10 Top

Quoting dansiegel30, reply 9

Hmmm....but you doing a rush buy and turning manufacturing to zero is the same exploit, but in reverse???  Sounds like you want the benefit of a micro-based exploit, without putting in the effort into the micro.

Exactly. ;)

I hate seeing production go to waste, so my OCD compels me to micro the heck out of the economy wheel if it is going to prevent wasted production. But really I see no point in having the wasted production in the first place. IMO it does not contribute to gameplay and could very easily be eliminated from the game. Anything that reduces micromanagement is good in my book.