Any capping of resource overflow creates micro management. On larger maps this is unacceptable. You have 200 plus worlds and your turns could take hours... we should not lose resources just because of the game.
My definition of resource is mand factoring points, research points... etc.. at the very least it needs to be turned into bc if you can't use it
Yes, they do
I assume this works for ship building as well. If so, I can turn my shipyard into a money maker. I queue up cheap ships on a shipyard with multiple strong sponsor planets, and all the intentional overflow turns into cash.
You're still wasting resources though. Not putting those points through your wealth buildings, you could be making more with micro.
The point is that your turns shouldn't take hours... If you spend all the time trying not to waste production on every world you are not having fun....If like large maps because it hAve more time to establish myself... Under the current plan is will waste time ensuring that is don't over produce because it can only get one item a turn per planet and the rollover is capped at one turn
Rewatching the latest devstream it looks like Paul Boyer (the lead desginer for GC III who takes part in these wonderful streams ), might think that one turn overflow IS already in the game (he makes a comment about how sometimes with so much production it just looks like we're not getting it at the moment in regards to ship building).
Has anyone actually submitted a ticket showing that we aren't getting "left over" production/research points spilling over from one project or tech to the next as of the current beta? This should be relatively simple to do. Especially for research or planetary buildings.
After all, when it looks like something is bugged, send in a ticket, no?
EDIT::: I only mention the idea of submitting tickets over this because Paul's answer was a little unclear to me. IF production spillage (ie help build one more thing/research one more tech NEXT turn) is on the TO DO list and not yet in the game, then never mind me here. But if it is supposed to be in the game, and it isn't working as intended then I would think tickets would help in the situation.
he said that the problem was that people are constantly hitting over the 1 item limit due to the production values of planets. So the overflow buffers must become bigger than a singe exta item's worth or even infinite. That's what no one is experiencing.
So let me store as much overflow as I get and let me choose what to build with all of that production on my next turn. I could store enough production to complete a "wonder" 1 turn after I get the tech, or finish an expensive building that I selected to build 1 turn ago.
I got confirmation from a Stardock employee that the report I made (a YouTube video) was sent to the developers. This topic, reply #37: https://forums.galciv3.com/460693/page/2/#3523448
Well, I am very certain that they are not in yet when it comes to research, as more than once I've had like 15 research points to go on something when I am earning 400+ research points a turn and then seen them all that extra research I had on standby get flushed down the drain before the next tech gets researched. Which, yes, would cost more than the 400 points per turn I was earning - so being within 1 unit isn't the problem here. In fact, I don't think I've seen any production being carried over at all from one project to the next/one turn to the next when there is excess.
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To put this in a better way, what some people want (and as near as I can tell, what Paul and co are intending) is if I have 20 research points left over after researching a tech or 5 production points left over after building something on a planet or shipyard, that those points should go toward researching/building the next thing in my queue or tech at the beginning of the next turn.
Near as any of us can tell, this is NOT currently in Beta 4, Patch 2. Any and all production/research points that are "left over" after something is researched/built is flushed down the drain. Even if it is going only to one thing (to stick to the One Tech/One Ship/One Building paradigm). This is a separate concern from the "build 10 things at once" folks. Related, perhaps. But still separate. And I worry that the message here is getting lost between the two separate concerns.
So I want to make sure that the folks who are actually coding the game know that it looks like the what I will start calling "Production Spillover" does not appear to be working as intended.
Now if this is already addressed and in Beta 5, never mind me, as I said. Or, again, if they are aware that this isn't in yet and it is on the TO DO list, fair enough. Never mind me again. I just want to make sure that the "Spillover" concerns aren't being place into the same category as the "Build Multiple Things At Once" ones.
Good to see! Here's hoping then.
Confirmation that one turn overflow is NOT yet in beta 5: 3/13 live stream YouTube video, 29:00.
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