Humm, the wasted resources issue has been settled ?

I mean, the sticky thread for suggestions disappeared, but Stardock didn't announce anything AFAIK, and it isn't addressed in 1.04 ... So ?? :notsure:
519 views 11 replies
Reply #1 Top
I was one of the ones who complained loudly until I played more, then I decided it's not that big of a deal.

~SDC~
Reply #2 Top
I actually kind of "like it" as it forces you to be a bit more strategic and make some compromises as the game goes on. SO whilst I wouldn't mind some sort of solution I am sort of indifferent to whether one is found or not.
Reply #3 Top
Bump, really interested in what it'll become.
For my part I *hate* having to either lose 25-30% of income or build more or less useless stuff that I'll have to dump later ... I'd really prefer a system allowing to specialize planets in starship construction, or industry, research, etc ..
Reply #4 Top
Actually, I had responded to this issue (and I believe that it was in the sticky thread), but I suspect that my replies were obscured by people continuing to reply, and not reading previous replies.

We're not going to change it so that unused resources automatically get changed to cash. That's unrealistic.

If, in the future, we do something about it, we will probably make a special ability and some improvements to go through it that will convert some of the wasted resources to cash, and there will be a cap on the percentage of how much of the resouces can be converted.

Reply #5 Top
How about adding someting like Moo2's trade goods? You could have 3 different types. One to turn it to cash, one to turn it to research on that planet and one to help build ships on that planet.
Reply #6 Top
Though I actually suggested a fix similar to what carielf has stated I'm not really so sure its needed. I don't have anything against a change to the system, but really, its not that big of a deal. Adding new techs or projects for this is maybe just adding crap for the sake of adding it. More is not always better...

And yes if I don't care about it, I can choose not to build any of the social projects that modify the waste, but if techs are added with dependancies then I have to research them... Just thinking out loud, is this really an issue that needs significant fixing? Would dev time be better spent elsewhere? (espionage and ship balancing come to mind). The simple fix is to just add a bogus project that converts a % of the waste into cash or research, or whatever. Maybe just try that simple fix first, then worry about expanding it if it still seems a burning issue :)
Reply #7 Top
Jeff, I agree. I would like something a little more flexible though.

I do think that it is reasonable that one should be able to split planets into "colony worlds" that need most of their spending going to Social Programs to make them useful and "Core Worlds" that have all of the social projects I want them to have and can now just crank out ships or tech.

Cari, any chance that there could be 2 sets of sliders...one for "Developed Worlds" and one for "Developing Worlds" with a way to tag each world as one or the other (perhaps through Governors).
Reply #9 Top
CariElf,
Well, that's sad...
Do you feel more "realistic" that a government will invest cash on planets to just produce *nothing*, niente, nada, naught ?? Only because they canNOT define investment level by planet, but only globally ???
I didn't ask for cash (that is mostly useless BTW), but anything from planet sliders to "trade goods"/caravans stuff would have been better.

After 1 month of discussion and countless ideas given on request, to just decide to do nothing else than "maybe one day we will..." is somewhat disappointing... (:(
Reply #10 Top
As long as we're on the subject of wishful thinking.

What would really be KICK ASS super cool. Is building a ship that could set up a trade route between two planets which would actually transfer production capacity. So Sol has beau coup social production and little old newly blasted to hell and gone Phaecda has nothing. 4 freighter type things later and a big chunk of Sol's production is being transfered to build social projects on Phaecda...until some nasty AI comes by and shoots the route up. Each "trip" could transfer a certain quanta of production which would be lost if the little ship gets blasted.

Similiarly I could take the big high production core worlds and ship their production to ship yards on the frontier. Instead of building Dreadnoughts on Sol that will take 20 turns to reach the enemy on a Gigantic Map, I can have Sol's production being sent to some frontier world increasing the speed of Dreadnought production on the front.

That would kick ass.
Reply #11 Top
Meh... I'm with Freddybear :) It seemed like major shaftage out the outset, but now it really doesn't bother me that much. Also, in the absense of hard data, I think we'll have to take SD's word for it regarding the ramifications for gameplay (and re-coding the poor AI).

So we may have to label this one a 'closed' issue...

... having said that I'd still like to see sliders attached to the governors :) But that's really another issue.

~SDC~