Reading the Elemental: Internal debates made external, it seems like the Camp#3 economy wins out there. However, I believe a Pull Driven economy (PE) is even better than Camp#3. That thread is too crowded. Do you like Pull Driven Economy described below) over Camp#3 economy ? Why or Why not compared to existing camps?I’ve make some minor update to the PE I’ve posted there & also throw in 2 ‘desirable features A& B’ that I aren’t too sure about. Any improvement to option A & B?Do you like the PE I’ve described more than all other camps?Pull driven economy (PE):Basically, it is a just-in-time, make-to-order system. The game calculate everything & caravan to fulfill your order.1. Creatures Resources (CR) (e.g. Bear, Horse, Fallen, Human, and your current race) is considered as one of the Natural Resource (NR) (e.g. iron ore, crystal) here2. No Manufactured Resources (MR) is produced at Factory unless explicitly ordered by gamer3. Factory (e.g. Blacksmith) converts unlimited amount of NR to MR, or MR to MR. Conversion takes 1 day.4. Warehouse stores unlimited amount of MR or NR5. When there is no order, the NR mines will automatically accumulate in its warehouse.6. When there is a new order, NR or MR warehoused is consumed immediately by a local factory or be caravanned away to a nearby factory that needs it. The game automatically setup a chain of MR/NR caravan, using the quickest route7. When all MR required for the upgrade/production arrives at order location, a new unit/MR is produced.8. When the gamer orders an ‘upgrade’ to existing units, the game calculates the extra NR/MR needed. The difference is paid via the PE process described above. If these units happen to be away from town, the extra NR/MR will be caravanned to them before the upgrade is considered done.9. Caravan travels faster than most units; road provide speed bonus
ExampleAt turn 1, Gamer order 20 “Soldiers with Sword +2” at the Barrack in Village E.At turn 2, 20 Ore is caravanned from mine A to C. 5 crystals are caravanned from B to D. 20 local population are converted to Soldiers (without sword atm) by the Barrack at Village E.At turn 3, Blacksmith at town C produced 20 Swords; the sword starts travelling to village E. Alchemist at town D produced 5 potions and starts moving them to Village E.At turn 4, 5 potions & 0 Sword arrived at Village E Warehouse. At turn 5, 5 more Potion arrive. Since 10 potions & 20 Sword are available in warehouse E, the Barrack make the best use of its inventory. 10 Soldiers has Sword+2. 10 Soldiers has normal sword.At turn 6. 5 more Potion arrive at E. Village E has 15 “Soldiers with Sword +2”, 5 with normal swords.At turn 7. 5 more Potion arrive at E. Village E has 20 “Soldiers with Sword +2”At turn 8, Gamer build a Stable in Village E, which allows a NR to be mounted by another NR , when appliesAt turn 9, Gamer orders ‘Upgrading’ of the ‘20 Soldiers with Sword+2’ to ride bears.At turn 10, The Bear’s den at G produce 10 bears/turn. It starts a caravan of 10 bears to village EAt turn 11, 10 Bears arrived at E. Now there are 10 Soldiers with Sword+2 Bear Calvary. Gamer orders all 20 units to move away from E for a duty.At turn 12, 10 more bears arrived at E. Since the soldiers has left already, the game setup a caravan route to reach the soldier.The relations described above:(Crystal+Alchemy->Potion+2) + (Ore+Blacksmith->Sword) + (Creature/NR+Barrack->Soldier) = Soldier with Sword+2(Creature1/NR1)+(Creature2/NR2+Stable-> Mountable Bear)= Soldier riding bearFor orders that requires the same MRSuppose the Gamer make another order of 10 “Soldiers with Sword +2” from another village H, at turn 6, this order also need the same MR Crystal mined at B. By default, the game will exercise this new order first. After the new order is completed, the game will continue the previous order by producing the crystal needed. The game will produce the UI for the gamer to override the default priority of the MR concerned.Multiple sources of MR/NR available for an orderWhere there are more than 1 Crystal mines (or multiple sources for a particular MR/NR needed by the order), the game will need to calculate if extra mine(s) will speed up unit production. If yes, 2 or more caravans will enroute to the Alchemy lab at town D.Treatment of Obsolete Equipment after an upgradeIn case the Soldier’s ‘Sword+2’ are upgraded to ‘Sword+5’, the game will automatically caravan the old sword+2 back to the last town he visited. OR the gamer can sell the old sword for gold on spot.
The time needed for producing a new unit equals the time needed by its most time consuming process (alchemy in this case). i.e.Time needed to accumulate enough NR for the factory (or time needed to caravan NR to the factory, whichever is longer)+ The factory conversion processes, takes 1 turn to convert NR to MR (or from MR1 to MR2)+ Time needed to caravan the MR to the place it is ordered.
A. Empire wide industrial Specialization (a desirable feature for Pull driven economy)1. All factories connected directly to a NR mine can be upgraded up to level 10. Each upgrade further reduces the 10% (for example) NR needed to provide same output2. All Unit Producing Building (UPB, e.g. Barrack) can be upgraded up to level 10, Each upgrade further increases its number of units output per turn (of course its production rate still depends on what equipment the unit needs)3. Higher level building requires progressively higher building cost4. When any factory/UPB reaches the level 5+n (where n=1 to 5), all factories of the same type & of lesser level in the empire will be upgraded to at least level n without cost.5. The more factory types you have in the same town, the more expensive it is to build a new factory. A rough example will be:New factory’s additional % building cost = l * total types of factory in town * MAX(total level of all factories combined – k),1); where k,l is a constant for balancing purposeGoals: Town can specialize in certain industries to improve efficiency, but at the same time tends to crowds out other industries (Rule 5). This avoid the more factory is always better. Strategy required.Empire mastered certain type of factory/UPB means it has the knows-how to be effective in building similar factory at smaller city (Rule 4)Allow certain selected industry become a nation’s competitive economic advantage, produce extra MR for trading etc.B. Semi/Permanent Caravan Route (a desirable feature to simulate Push Economy) 1. Gamer can setup caravan route for any future resource production output from NR mines or Factory or UPB. X% of its future output per turn is caravanned to a specific location, where X=1 to 200. When X > 100%, it means it’ll remove any stockpile in the local warehouse, whenever applicable. This route can lasts Y turn, where Y=1 to ∞. Map overlay to shows all caravan routes.- It is not exactly a pure PE mechanism. It is also micro. But I realize that some amount of manual caravanning is needed anyway even for PE, why not make it nice & make it set-it-and-forget? - This feature alone can simulate most of what economy Camp#1 is all about (& thereby the issues comes with it). - If gamer otherwise has to setup caravan route only 1 turn at a time instead, I think they will get annoyed very soon.2. Unit stacks can also be the caravan’s destination.- Caravan is dynamic updated each turn to track its mobile target.- It can then used to upgrade the stack’s equipment, or as a supply (of food)-Or it can be used as a way to represent the unit stack is protecting the caravan3. Caravan route can be adjusted manually using Rally Points, for fine-tuning4. Caravan route has a label showing (to you & ally) why there is such a caravan, e.g. if it is a part of producing certain unit from an order at town Z.
Credit to Denryu, Winni, Spartan, CKessel, Pigeon & Psychoak for previous suggestions
Good work.
As I have been posting from the start of the otehr thread (and long before it) I firmly beleive that a PE would be best for this game.
Karma given for the recap thread.
I didn't realize this until later, but there's a Camp #4 that was updated as part of that post. I don't have the time to fully analyze it in compairson with what's described above, but perhaps they're similar or a mix of different ideas?
I don't really like it at all. Especially the fact that warehouses store unlimited amounts and the fact that factories can convert unlimited amounts of Nr to Mr.
I like everything except for point #3. I do not believe "factories" should be able to convert UNLIMITED amounts of NR to MR. That just seems silly. That would mean you could just stockpile tons of NR and then in one turn create MR only limited by the amount of NR you had on hand. Most of the rest of your concept is quite good, but this item would have to go or I would hate it. Each factory needs to be limited to how much MR it can create (could be increased with upgrades) but having them do unlimited is completely game breaking for me.
I don't really like ANY of the ideas under concepts A and B regarding specialization and Push economy. But the first section (aside from point 3) I think are very good.
Good work on putting together a well thought out, detailed, and readable suggestion.
Karma given
A few things that jumped out at me.
"2. No Manufactured Resources (MR) is produced at Factory unless explicitly ordered by gamer" - It bugs me that my blacksmiths just sit around doing nothing unless I give them a direct order.
"3. Factory (e.g. Blacksmith) converts unlimited amount of NR to MR, or MR to MR. Conversion takes 1 day.4. Warehouse stores unlimited amount of MR or NR" - I am not a fan of unlimited, set limits and just build more buildings if they are not high enough.
Other then these items I am in favor of this.
Sammual
Ah… a good way to get more karma! Post the same post again & again! Once change at a time!! Yay!
Lord Reliant, Camp#4 is Civ4 style, completely different (& completely inferior) than this PE.
Denyru, may I hear why option is disliked? Is that the 'crowd' out effect you've disliked? I'll think "B" is some kind of convenient feature that everyone will like to use from time to time anyways.
Shadowsz, I’ll like to hear why this PE is disliked.
Funny thing about economics. all it really is is just a case of supply and demand and as a king, emperor, kzar or whatever you make the demand and wait for it get supplied.
Anyone who has played a city building sim like the caesar series knows about economics game. You want to build a legion unit but you can't just gett'em on a fly. first you gotta make an iron mine, convert that iron into arms and armor then tranport it to a barracks. simple you have to do is make the demand, commission the right building to get the demand met and watch flow of supplies.
Below is a modification to your idea that I believe makes it nicer
Incidently the U.I. could inform you of when the order is fufilled and if a warehouse is full, justa thought
1. Everything is a resource (two types NR and MR)
2. Manufactured Resources (MR) is automatically produced at Factories and stockpiled in cities that can use the MR and then in warehouses within the city that created them.
3. When there are no orders for a particular NR, the NR mine's output will be sent to all the cities that can use the NR and then when they are full, accumulate in the mine's local warehouse.
4. A Factory (e.g. Blacksmith) converts limited amount of NR to MR, or MR to MR each day, according to its ability.
5. Warehouses store limited amounts of each MR or NR according to their capacity.
6. When there is a new order for a unit, the appropriate NR or MR warehoused in the city that has the order is consumed immediately. If there is not enough of any one NR or MR, the game automatically sets up a chain of MR/NR caravans, using the quickest/safest route (player decides) to deliver the required resources. This gets priority over the idle state distribution of resources (see 2 and 3), with whatever resources left over from the request being distributed using 2 and 3.
7. When all MR required for the upgrade/production arrives at order location, a new unit/MR is produced.
8. When the gamer orders an ‘upgrade’ to existing units, the game calculates the extra NR/MR needed. The difference is paid via the process described above. If these units happen to be away from town, the extra NR/MR will be brought to them before the upgrade is considered done.
9. Caravan travels faster than most units; road provide speed bonus.
10. The player can turn on, off or give priority to different factories to alter distribution
11. The player can locally or globally turn on, off or give priority to the resources being produced by each kind of factory. This gives players the ability to declare equipment obsolete and/or unneccessary.
Treatment of Obsolete Equipment after an upgradeIn case the Soldier’s ‘Sword+2’ are upgraded to ‘Sword+5’, the game will automatically caravan the old sword+2 back to the last town he visited. OR the gamer can sell the old sword for gold on spot.
^This is a topic for another post
Empire wide industrial Specialization (a desirable feature for Pull driven economy)
1. NR mines can be upgraded to level 10. Each upgrade increases the amount of NR it produces each turn.
2. All factories connected directly to a NR mine can be upgraded up to level 10. Each upgrade increases the amount of NR it can handle in a turn
2. All Unit Producing Building (UPB, e.g. Barrack) can be upgraded up to level 10, Each upgrade reduces the time taken to train a unit to a given level of competency (with new levels of competency/veterancy available at levels 2,5,7,9 and 10). There also should maybe be a max percentage of citizens that can be fighting at any one time. if this should be global or local I'm not entirely sure.
3. Higher level building requires progressively higher building cost
4. Some sort of bonus for have additional factories of the same type involving Economies of scale.
5. Empires can build new factories in a town at the highest available level that its population can support.
Goals: Town can specialize in certain industries to improve efficiency ala (Rule 4).
Empire mastered certain type of factory/UPB means it has the knows-how to be effective in building similar factory in another city (Rule 5)
This does away with B in my opinion
There is also the option to have factories auto upgrade/cost less/take less time to upgrade the more they are used. kinda like the level buying of sins capships.
edited after denru' comments changed point 2, 4 and 5 from what they were in the OP.
Szadowsz,
You have almost perfectly described what I have been trying to describe in various posts. There are just a couple of nits I would like to pick (all in the 2nd section)
Upgrading of UPBs should increase the training level that they can provide, not increase the number of units they produce per turn. i.e. a level 1 building produces a unit with a given amount of xp, raw recruits, a level 2 provides more xp, creating average recruits, 3 skilled recruits, 4 highly skilled recruits, etc etc.
Point 4 do away with it. No reason for auto upgrade of all factories to level n at no cost, Otherwise, the player would jsut upgrade their highest level factory and drag all of his other factories, free of charge, up to level 5 (when the top factory was at 10). I have no idea why this idea was included, it makes ZERO sense to me.
5. same as point 4. Why should it be more expensive to build a new factory based on how many different factories you have? Again, seems just like a ridiculous idea that someone wants to coerce the player to make all of one factory type in a town. There is already limited building space, and there may or may not be benefits to specializing a town with few factory types. I fthere are benefits, let those provide the incentive to the player to do so, rather than making arbitrary silly rules just because you can.
Other than those few points, this is very much shaping up in the direction that I would like to see things go. But another part of me just wants to see what SD does and then feedback from there.
I semi-agree with you on UPBs I feel that upgrades should reduce the time troops take to be trained up to veterancy, but not unlock new veterancy levels each time. This reflects teachers at the barracks being able to teach better. There could be a place for unlocking new levels but I would prefer them to happen on select levels only (lets say 2,5,7,9 and 10)
I wasn't sure about point 4 which is why i marked it, however I feel that if you are able to build multiple same type factories in the same town, they should be upgraded as one, with new factories that are built in the town are built up to the same level.
I have an idea about 5 which Im going to edit now.
Szadowsz, you've hit the nail on the head. Your modification of Climber's suggestion is pretty much exactly what I'd like to see in the game.
I like that idea. Yeah, it means it probably isn't worthwhile to manually upgrade little-used factories until you've reached the highest factory level, but it also well represents the advantages of better understanding manufacturing/production techniques and tools. 'Upgrades' often don't require much of an infrastructure change, but the adoption of a new way of doing things. Having low-level factories improve in such a way can represent the spreading of technical know-how. The required differential for such an auto-upgrade to happen should be big enough that you're much better off manually upgrading your main factories, and only the auxiliary ones should really notice this effect.
Another thing is, in most games once you research the newer shinier version of a building that's about all you can build. It was like that in GC2 for the longest time before the gave us the ability to build lesser version of buildings for the sake of construction times. With this method, the default rank of a new factory could be 'n.' If you aren't intending to mass produce goods or units with it, that should be just fine. On the other hand if your intention is for it to be heavily used, you might invest the resources into straight-up building that n+5 factory. Basically, I want the game to take "just because you can doesn't mean you should" to heart in all facets of the game: from soldier quality to road quality to building quality to use of essence and magic and gold and champions and....
Another idea for the UPB's - you could make some levels introduce new unit types. A level 1 barracks could make only unarmored combatants with a weapon only, level 2 could train armored units, level 3 could train mounted units...
In fact you could make levels 1-3 the recruit level, 4-6 the higher skilled versions of the same units, and 7-9 the highest you could train. Level 10 could give a modest additional bonus to all unit types.At even the highest level of training, they should still have a lot of ability for improvement from real battle experience.
Or you could go a simplified route and just have three levels of upgrade for the UPB, with each level able to make all of the unit types but at progressively better levels of veterancy.
Nope.
I'd rather have a supply depot filled and not utilized than wait for supplies to arrive every time I change production somewhere. Over the course of the game, one is going to be a minor delay, the other a constant irritation. In particular, having to manually supply every at risk town with the necessary resources to reinforce my defenses as quickly as possible when I need to.
I don't get real excited over maximizing my resource utilization. Having to expend more work than neccessary to create the prudent stockpiles is much more irritating a thought.
That said, I can live with one.
If my potion+2 ‘can be’ used to enhance a sword, a mount, eye glasses and 10 more MR that my factories can produce, does it meant my potion+2 need to be scattered over most of my cities? Eventually I just want to produce a sword +2 from the potion, then all those scattered potion is needed to ship back to the Blacksmith. This is also one of the problems of Camp#3. There is always resources wasted, or mirco/caravan needed when its demand prediction is wrong, when something is “automatically produced at factories”Suppose sword+2 can be re-processed by a few different factory types to produce different types of sword like Lightning Sword+2 or Icy Sword +2. Do I need to turn off all factories that is capable to make the Icy Sword+2? I knew I don’t need any Icy Sword+2 in this game, but my Camp#3 automation insist on making them. Therefore, I need to go to each capable factory to disable any production of Icy Sword+2. For Camp#3 this issue just multiplies when a factory can accept many different MR/NR as input, produce many different type of MR/NR, and a long chain of re-processing for high end MR. In this cases, Camp#3 is a pain.
I do think all your ideas about what a higher level UPB should do is more interesting than my OP suggestion. I especially like Denryu’s. Sometimes I think when SD’s Beastiary will has so many types of monsters/units, how can they deliver to us in the game? If a Stable level 4 will allow you to build Calvary (that SD consider it to be level 4 in terms of power/ability/etc) this race/town is capable to produce, that will be quite cool.
Psychoak, I don’t know which post you r referring to, so I don’t understand your Reply #14.More importantly, do it think PE (with/without the options AB ) is better than Camp#3?
Your original post. I don't like A, and B is a necessity for a pull economy to be of any value at all. Not to imply that it makes a pull economy good, just something I'd use if I had to put up with one.
So my +2 potions are scattered all over creation, and when I go to use them they get carted across the empire first.
To fix this, we make the resources just sit there, then your +2 potions aren't scattered. They still have to be carted across the empire first, along with everything else. I see no benefit.
While you are looking at when its wrong, I feel that the times that it will get it bang on are worth it. It will save me that little bit of time I need when trying to train troops to beat back that horde that appeared on my doorstep. The thing with my idea is that the moment you begin producing a unit or building, it will pull all required resources to it, taking priority over the normal idle state distribution, IMO it is the best of your idea and camp 3. Also with options 10 and 11 you would be able to tweak your setup to how you want it. Soo if you did tell it to only upgrade swords, then all those potions in the other cities would head to the sword upgrading place on top of all the new potions begining sent there.
HANG ON: we don't even know if there are seperate place to upgrade stuff to magic stuff, for all we know there could just be one building. I guess arguing on that point isn't the best way, but I hope you can see my point
Suppose sword+2 can be re-processed by a few different factory types to produce different types of sword like Lightning Sword+2 or Icy Sword +2. Do I need to turn off all factories that is capable to make the Icy Sword+2? I knew I don’t need any Icy Sword+2 in this game, but my Camp#3 automation insist on making them. Therefore, I need to go to each capable factory to disable any production of Icy Sword+2. For Camp#3 this issue just multiplies when a factory can accept many different MR/NR as input, produce many different type of MR/NR, and a long chain of re-processing for high end MR. In this cases, Camp#3 is a pain.
Which is the point of point 11 in my post. The ability to globally tell factories not to produce certain items. It would also be nice if each time a new resource was available it asked you what you want to do with it. Will the mine’s warehouse has unlimited storage space? Or production still halts when it is full? It seems like it just postpone the eventuality that the warehouse is full. The only pros is that it pre-send NR to factories, so the factory can make their product faster because the NR needed is already there.
the production would halt when it is full, but that is a sign that you are not using the resource. Aside from 'pre-sending' NR to factories, It enourages you to gradually build up your forces, while at the same time, the resources that are stockpile allow you to make a decent enough drive of mobilisation if circumstances dictate. It all really in the name of flexibility
What is the limit? 1000 Swords for the Sword Warehouse, 400 for the Armor Warehouse? Or the blacksmith can store 1000 unit of whatever it produces? Does it mean that if we’ve 50 type of factories, we have 50 types of warehouses? And then I’ve many cities that have warehouse that I need to monitor & manage all their capacity. Is it fun to manage this ‘more realistic version of’ warehouses? I don’t see much harm on abstracting warehouse.
I don't know the exact numbers, mainly because I haven't played the game yet . Having 50 types of warehouses would be darn right silly. What i was suggesting is that you build one warehouse, but it is basically a group of warehouses that can store x amount of each good. While this isn't the most realistic I feel it would nice and easy. As for monitoring and managing them, I sure at the very least we get told when the space for one good is completely/nearly full.
More importantly, do it think PE (with/without the options AB ) is better than Camp#3?
Like I said before, as it stands I don't really like it, but I can see potential with a few tweaks.
For one, the game should never automatically produce something like Icy Sword+2 if there is no/has been no demand for it. It would be ridiculous for all types of MR to be automatically produced without input from you or demand for them - that would be disastrous. In that respect, NR and MR are very different.
MR should be produced when there is demand for it, and also preemptively to prevent delays. The game can automatically preempt some things (and the rest you'd have to do yourself via global controls) - one easy way is to base it off of unit 'designs'. When you design and save a unit in the editor, your cities should automatically begin producing whatever MR is required for it. Production should cease once a decent amount of that MR is stockpiled, and should pick up again when demand kicks in. In addition you should be able to decommission unit designs, in which case the MR required for it will no longer be produced unless needed by something else. Basing automatic MR production off of unit designs is a great way to minimize waste, micro and maximize convenience.
Warehouses can be done in two ways. One way (more complicated, more realistic, not necessarily better) is for every resource to take up a certain amount of space and for warehouses to have maximum capacity. If a sword takes up 1 unit of space and a breastplate takes up 4 units of space and your warehouse has 1000 units of space, it could hold 1000 swords or 250 breastplates or 600 swords and 100 breastplates and so on. This provides the most versatility but is also harder for an automated distribution system to deal with effectively.
The other way is for warehouses to have separate capacities for every resource. So if your warehouse can store 1000 swords and you put 1000 swords there, it doesn't affect how many of any other resource it can hold. This is Colonization's way of doing it, and it works. This gives you less versatility but is much easier on the automation.[quote who="Climber" reply="22" id="2241654"]
I hate this idea. There are much better ways of encouraging specialization. This is completely unintuitive and arbitrary. It'd be much better to give bonuses for specializing a city than penalties for not. I would actually also like to make it less efficient to spam the same building over and over again. It's all about synergy between different buildings. For example, let's say there are 5 different economic buildings, and banks are the best of the five. If we leave it at that, cities will eventually be full of banks and the other structures will fall by the wayside. Instead, implement synergies that makes it better to have one bank and one marketplace vs. having two banks (even though one bank is better than one marketplace). By not specializing, you forego these synergy bonuses and thus your empire won't be as efficient (but it will be very versatile - trade-offs = strategy).
Edit: I hating quoting on these forums.
My brain hurts after sorting through that quote.
If the game has a complex supply system, specialization is encouraged already. If it doesn't have to be shipped as far, there's less latency in your production. Less latency means higher optimization. You can have your troops that much faster, expand that much faster, resupply that much faster. You burn one turn here waiting for resources, another there, or you burn ten turns here and there waiting for resources as your iron ore bounces across the map to hit the refinery, then back towards it's origin to be forged into a sword, then back across the map a third time to be put in the hands of your new soldier. Having a low latency production system is of great value.
You don't need to fake the benefits of a functional economy if you already have one
I gave up pushing that "quote" button a while back. And input field is slow in my Firefox.
It also means you'll get tons of Lightning Sword +2 at the towns you've your barrack. The more barrack you've in that city, the more Lightning Sword+2 u have. I don’t necessary want them when I produce my soldiers 15 turns later because the situation has just changed already.If he says the UI allow you to order the Alchemy labs produce a specific number of Lightning Sword +2. Then the gamer has to estimate that they'll be distributed according to the # of barracks at individual towns. This is the best addition to Camp#3 has so far (but it is also some sort of PE). Still it has micro at the factory level that is proportional worse as your empire can produce more & more type of MRs. And gamer has to have a rough idea how many & where the stables, wizard school, barracks etc are. PE is much more intuitive than the version of Camp#3 we know so far.==Probably there are many ways to warehouse, but someone has to tell me why it is fun. The only function I can see is that when your warehouse is full (or almost), you've to manage it so your factory keeps producing. One may say if it is strategic to manage warehouse capacity well, I'll say, well, the strategic value is very small then! Unlimited capacity for NR/MR is the well to go.I want specialization of an industry for an empire. And I want specialization of a specific industry for a local area. I don't want the one more factory is always better than one less, if u can. If my empire makes the best magic shields (or be most efficient in making them), it’ll be harder for me be number one in another industry, & even harder to get a third number 1 and etc.
Did you read this part of my thread above? I think this could do away with a lot of the problems you have:
"MR should be produced when there is demand for it, and also preemptively to prevent delays. The game can automatically preempt some things (and the rest you'd have to do yourself via global controls) - one easy way is to base it off of unit 'designs'. When you design and save a unit in the editor, your cities should automatically begin producing whatever MR is required for it. Production should cease once a decent amount of that MR is stockpiled, and should pick up again when demand kicks in. In addition you should be able to decommission unit designs, in which case the MR required for it will no longer be produced unless needed by something else. Basing automatic MR production off of unit designs is a great way to minimize waste, micro and maximize convenience."
This way "all sorts of MR" won't be sent around your kingdom unless you have indicated that there is or will be demand for it shortly.
Again, my suggestion above would go a long way towards alleviating this concern. Intelligent automated production of MR based on implied future demand. And it shouldn't result in enormous amounts of stuff sitting around in warehouses, because it would only need to produce enough so that there is little or no delay when you actually start training those units, at which point production would start up again on an as-needed basis (ie, PE).
If your warehouses are all full you probably don't care whether or not your factory keeps producing. It means you have much more of something than you're using. I personally prefer limited capacity over unlimited capacity, but I would be satisfied with either. I think limited capacity wouldn't add very much micromanagement, and it does present a few strategic options. For example, it might be convenient to have and fill huge storage capacity in your forward training center, but on the other hand, do you really want to place so many resources in such a vulnerable position? This is present to an extent in both methods, but with limited capacity there is a commitment (you have to build the warehouses, which would be a waste if you don't use them), whereas with unlimited capacity you could constantly move things around at a whim.
If your empire is the best at making magic shields, then it will be harder for you to be number one in another industry (and even harder to be number 1 in a third, etc) simply because you've already invested a good part of your industry in being number one at making magic shields. It's as simple as that, you don't need unintuitive and arbitrary penalties to force what will happen naturally anyways.
Edit: I really can't believe how broken quoting is.
When you design and save a unit in the editor, your cities should automatically begin producing whatever MR is required for it. Production should cease once a decent amount of that MR is stockpiled
I did read & got your point. But when I write the post above, I assume there the barrack is capable of building all types of soldier, some holding the Icy, some holding the Lightning Sword +2. An UI is needed for gamer to disable those soldier designs holding the former sword. So the point is moot, when you want to producing 1 type of soldier 15 turns later, you have to disable many other types to prevent unnecessary MR sent to the barrack. So far we don’t know how many custom units we are allowed to build, but I assume there will be dozens+ as they allow custom units transferred from SD’s internet to gamers’ computer.
I am just trying to point out Camp#3 has its problem. It is design balancing act of whether you’ve wasted/obsolete MR scattered around or increased micro of enabling/disabling production of some of the 110MR at the Factories. Camp#3’s demand prediction is not as flexible as the just-in-time production suggested in the OP. So far I like Camp#3 best, but an almost pure PE is better.
I do like the discussion of this pros & cons of Camp#3 though.
When your frontline city is vulnerable to attack, under the unlimited warehouse model, the gamer will chose to send less MR to that warehouse. Under limited capacity warehouse model, the gamer builds a smaller warehouse & send less MR to that warehouse. The reason of the decision is similar, so I prefer unlimited warehouse. But at the end of day, I’ll say managing the commitment you’ve mentioned or managing warehouse aren’t the fun or strategic. SD should provide better ways to spend our time than asking us to build warehouse.
When your empire is big, you can be number one in all industry. I want check and balances to avoid that. I want smaller empire still has an industry that beats bigger one. Maybe the Point A4 and A5 is not the way to do it correctly, but lets think of it as a start.
OMG, quoting is deteriorating!!
I already mentioned that you should be able to decommission unit designs so that MR is no longer produced for them. If you have a city capable of producing your Icy Swordsman and Lightning Swordsman, but your Icy Swordsman design is decommission, then Icy Swords won't be produced automatically. You may have a small quantity of them left over, but that's pretty minor. And we'll be able to have unlimited custom units, considering all of our units will be custom (like in GC2), although I presume there will be some defaults as well. You could still train Icy Swordsmen if you wanted, in which case the required MR (if not available) will be produced to demand - no extras or anything.
The just-in-time production has its own problems, which personally I think are greater. For one I don't like unlimited storage or unlimited conversion rate. And it would also lead to delays unless the MR is being produced in the same city that is training your units.
I guess. I personally would like limited storage (to me it just makes sense to have limited storage if you're going to go with quantifiable resources and a distribution system). It also encourages you to be efficient with your resources. With unlimited storage you could hoard a massive amount of MR and quickly mass produce a huge force. To do the same with limited storage would require strategy and planning. Still, if SD goes with unlimited storage I won't throw a tantrum or anything - it's a fairly minor feature in the grand scheme of Elemental I'll count it a victory if we get anything like the economy that I'm hoping for!
If your empire is big enough, wealthy enough and focused enough on industry that it can be number one across the board, then it should be number one across the board. Imposing artificial and unintuitive penalties to prevent sensible things from happening is silly.
Seriously. I've had quoting problems in all my recent posts.
You're good at finding the flaws, but you've got the wrong direction on the solutions.
Your super special badass sword. Instead of disabling it in everything that can use it, which is a crazy way to do it, you work smart. If you don't want it to propogate you disable propogation at the source, problem solved. The more rare and hard to obtain an item is, the less work it will be to prevent propogation. All you need is a toggle switch on production sources. In combination with manual routing, you could even automate a specific destination for those resources.
Unmodified camp 3 with no customization at all, yeah, it's going to scatter everything all over creation. It's not much work to fix it though. I still don't see much of an advantage in having to wait for everything instead of just things that are low in supply though.
QFT
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