Perfect manufacturing not wasting ressourced needs better usability in "govern planet interface"

Gaming Situation:

Suppose, I want to complete a factory this turn and thus need to spend 30 manufacturing points. In order not to waste excess points, I have to adjust the balance between manufacturing, research and money  (short MA, R, MO) in a way the provides exactly 30 MA points, of course and the rest goes into R and/or MO.

Usability Problems:

1) Suppose the lever between civilian spending and military spending is 100% at civilian. Then the actual values for MA, R and MO are directly calculated and displayed as I move around the "triangle" in the "adjustment circle". In that way, I can adjust the triangle easily to 30 MAs and some rest in R/MO. But, the turns needed to complete the building in the manufacturing queue are NOT UPDATED. The ones above in the building select menu are. That should be fixed easily.

But

2) if the lever between civilian and military spending is NOT at 100%, but somewhere in between, the MA points I adjust with the triangle are split between civilian and military according to the lever. Unfortunately the actual values for each of them is NOT DISPLAYED, so I can not see in the above example, if I adjusted things such that I have the 30 civilian MA-points for the factory or not. I have to click "done", go e.g. to the next planet, back again and only then I can see in the building queue if I adjusted the triangle correctly to complete the factory in one turn.

Optimizing the production NOT TO WASTE IS CRUCIAL and VERY CUMBERSOME IN THE CURRENT WAY.

 

SUGGESTED SOLUTION:
- update the building queue directly while I move around with the triangle

- show military and civilian production points separately (no matter where the lever is)

 

and QUESTION:

Why are not used MA points wasted and not transferred to the next building in the queue? Suppose you can complete a sky scraper with your company workforce in September, you will for sure have them work on the next project the rest of the year, right?

2,319 views 4 replies
Reply #1 Top

Unused MA points are transferred to the next item as of the current patch.

 

I've tested with several different scenarios and it always transfers to the next single item.     It does not allow building of more than one item in a turn however so if the overflow would build two cheap items you do get some waste.

 

 

Reply #2 Top

Yes there is overflow however there is no indication of overflow i believe the overflow carries on indefinately but is limited to one per turn so if you put out 1000 pts of military manuf and then turn military to 0 and have 100 pt ships in que it will build 1 per turn for the next 10 turns

Reply #3 Top

Just be careful with overflow. Depending on the data size you may wind up with negative points (or 0) depending on the variable they use type to handle overflow. Through normal play you are probably fine but there is always a player that that manages to pull it off. 

Reply #4 Top

Beta 5 brought with it one-turn overflow. If you generate 40 social manufacturing and build a factory costing 30 manufacturing, you have 10 left over. Before beta 5, those would have been wasted. Now those extra 10 get placed in a stockpile to be used later, for example next turn when building the next item in queue. If that turn you still have 40 manufacturing and build another 30 point factory, now 10 in the stockpile + 40 is 50 production, so at the end of that turn the stockpile would have 20! and so on. The UI does not yet indicate that overflow/stockpile, which is why it looks like it is getting wasted. But it's there, so you don't have to micromanage.

I agree that the UI needs to be fixed to update the numbers and turns-to-completion as you change the sliders. I don't know if stardock knows about this issue since, in all the games they've played on stream and YouTube, they usually only mess with the global slider.

Illauna is correct, but confusing the issue. You'd need a stockpile of over 2 billion production (most likely) before you encounter the issue, and that's extremely difficult to achieve.