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Post by fallen on May 6, 2015 13:00:40 GMT -5
Colony generating 4CP. Currently manufactured item has 1 CP left. The next item I plan to construct - Colony Hub (the most CP/$ efficient upgrade, except spice festival, so far) - requires 10 CP and $100 to build. I can place it in queue for $100, or subsidize it at a rate of $33 per CP. 3 CP leftover generate $30 revenue. I can't get back even one CP of the 3 wasted for the money they generated. P.S. Re: Excel There are three kinds of lies: lies, damned lies, and statistics. (Attributed to Benjamin Disraeli, but never actually proved to be his.) Yes, I completely understand that. However, enabling what you are asking for would basically ask you to micro-manage the queue. I thought that is what you were asking to avoid? I don't think of the word "wasted" when you get something out of it (money).
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Post by anrdaemon on May 6, 2015 13:06:59 GMT -5
What I'm asking for will encourage to actually use queue, rather than sit back and see CP go to waste. (I.e. Master of Orion 2 employ a middle ground between first and second solutions. It pools planetary CP for last turn, if there's no active project going (So-called "trade goods manufacturing"), but otherwise it behave by the short solution. Overflow into first queued item, what can't fit there go into money.)
I'm not getting "something". I'm getting less than 20% of "something", on average, if my calculation is right.
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Post by anrdaemon on May 6, 2015 13:25:15 GMT -5
Does the left over CP from a project get turned into money, or is it wasted? The careful test proved that it is indeed just disappear in the void.
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Post by fallen on May 6, 2015 14:18:58 GMT -5
Thanks for the feedback. The build queue meets the goals we've set up for it. I can't see adding the suggested element which will encourage micromanagement.
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Post by anrdaemon on May 6, 2015 15:00:43 GMT -5
So, lost CP is an intended game mechanics?
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Post by fallen on May 6, 2015 15:03:04 GMT -5
anrdaemon - yes, when a project is completed in the build queue and there are overflow CP, they are lost.
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Post by Brutus Aurelius on May 6, 2015 15:05:08 GMT -5
Imagine it as the Faction bureaucracy taking its toll on the Empire.
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Post by anrdaemon on May 6, 2015 15:25:24 GMT -5
I'll better imagine that I have a Win98 VM and MoO2 installed. Or, wait. I don't need to imagine that, I actually have one!
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Post by khhawkes on May 7, 2015 8:33:57 GMT -5
I'll better imagine that I have a Win98 VM and MoO2 installed. Or, wait. I don't need to imagine that, I actually have one! Glad the airlock doors did not hit you on the way out. If you are this up tight about it man then something might be wrong. Just saying...
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Post by En1gma on May 7, 2015 8:48:17 GMT -5
He, like everyone else on here wants their games to be the best they can... We all have different visions for it and they don't always line up with what the TB have in mind.
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Post by stilcho on Jun 19, 2015 0:56:24 GMT -5
Long build queues are great economic protection during solar wars and such. Construction lasts throughout the conflict.
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Post by anrdaemon on Jun 19, 2015 5:02:51 GMT -5
Thnaks, I laughed. Now, read the topic from the start, please. Instead of replying to the last post only.
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Post by En1gma on Jun 19, 2015 6:04:30 GMT -5
stilcho- Welcome to the forum! ( anrdaemon- Way to extend a warm welcome, give him a reason to come back, right? ) Don't worry about him. The best part about CP is that it stays static no matter what the political climate, which is always a great reason to keep your CP numbers on par with your population growth- it will only help you. What the OP was about is that the left over CP from a project is tossed out upon completion, then the new project is started completely fresh. This can be dealt with by keeping CP in multiples of 5 and 10 for regular buildings, though Ship Construction will likely have random numbers depending on your load outs. If you have any questions, don't hesitate to ask, you won't always get such a biting reply.
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Post by Brutus Aurelius on Jun 19, 2015 6:42:46 GMT -5
Long build queues are great economic protection during solar wars and such. Construction lasts throughout the conflict. I agree! This especially helps you manage the growth of new Colonies, and since you already spent the Credits, then the Colonies will continue to build, even if you run into the negatives.
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Post by tenbsmith on Jun 19, 2015 8:33:47 GMT -5
Welcome to the forum stilcho, I hope you'll find it fun and informative, at least about Trese Bros games.
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