[Suggestion] Divide Social Production Between Project and Construction

Right now projects are very micromanagement intensive.  You have to cancel any queued buildings (including upgrades) in order to start a project, then go back to a planet and re-queue everything when you want to start building things again.  If you start a project at any time other than when an improvement finishes, you lose production.  This management hassle is particularly time-consuming for the Yor, who need a project to expand their population.

Hence, my suggestion:  have a planet simultaneously running a project and building things, and let the user choose what percentage of their production goes to construction vs. the project with a slider above the building selection window.  Yes, this allows things like the Yor building things and growing their population at the same time, but really, the main difference between running Assembly for 5 turns and building things for 15 vs. running Assembly with 25% of your social production for 20 turns is that the latter involves less micro.

3,822 views 7 replies
Reply #1 Top

I like this idea

Reply #2 Top

One extra side-effect is that this would solve the problem of Artifacts rushing projects - since the project is outside the building queue, it would never get selected to be rushed.

Reply #3 Top

Or simply leave the queue and allow any project to jump to the top superseding it, it might take some messing about with the AI using that method however, so you could merely make this a player thing.

Reply #4 Top

I don't know about the Yor, but for what I have played so far, I really like the mechanism that puts the project behind my other build items.  I use the projects as a default nothing-left-to-build place holder.   Then I work fairly hard to keep a construction tech or two ahead of the curve and avoid that default.

 

But you make a good point.  Would it work to make the project movable in the build queue like buildings?  When you want it in place on a given planet, you move it up in the queue to the top.  It is still micromanagement, but it should be better than what you describe.  Perhaps it will be something that could be done with governors.  Slow growing planets get assigned to the "growth governor" or other sets of planets might be adjusted in bulk.

 

Having a separate slider for social production feels a lot like having a building that provides that benefit.  Why would it matter that Yor can't make farms if they just do their reproduction through a slider setting?   Seems to remove some of the point of the Yor.  I'm not ready to play them myself, but they sound like a great challenge for those who really like alternate races.  I am both impressed and daunted.  Good luck with them.

Reply #5 Top

I don't think splitting production 3 ways will reduce micro. There are better ways, like simple alerts, to deal with helping players know when they need to switch between projects and construction.

Reply #6 Top

Quoting erischild, reply 4

I don't know about the Yor, but for what I have played so far, I really like the mechanism that puts the project behind my other build items.  I use the projects as a default nothing-left-to-build place holder.   Then I work fairly hard to keep a construction tech or two ahead of the curve and avoid that default.
End of erischild's quote

personally for the yor i would like to be able to set something that says if my population is not at cap and my approval is > 90% push assembly to the top of the list

Reply #7 Top

First we have production split 3 ways between: manufacturing, research, and economics. Then manufacturing can be split between social and ship production. Now you are suggesting that we get the option to split social between planet improvements and projects? How many tools should we get to split the production pie? Perhaps the spending wheel needs to be reconsidered...