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[PROPOSAL] Show number of turns to complete whole qeue

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9 years ago
Dec 10, 2015, 1:00:35 PM
Hello, All!



if I add only 1 item to qeue, wait when it is complete, then add subsequent and so on I will waste points between items. For example, if item cost is 63 points and city generates 10 points per turn, item will complete in 7 turns and 7 * 10 - 63 = 7 points will be wasted. Am I understand things correctly?



If so, one should always have items in production/research queue for more then 1 turn to ensure that production/research point not going to waste. It is boring task to check production queues in cities (especially if you own many cities) and research queue every time before pressing "End turn". Even makes me a bit angry :-)



So my proposal is: everywhere, where number of remaining turns for current item shown (city screen, city list screen, city label, research label), to show remainig turns to complete all items in queue as well. E.g. "1/7" instead of just "1".



I think it will be useful and save time while playing.
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9 years ago
Dec 10, 2015, 1:21:24 PM
Hi,



The production / science is actually carried over unless you build nothing during a turn.

It is actually not shown immediately but will be taken into account when you hit end turn.



So no worries! The only case where it is useful to fill your production queue is when you can build multiple items in a single turn.
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9 years ago
Dec 10, 2015, 2:44:11 PM
thurse, are you sure? Checked by yourself or found info from developers? And yes, case when you can build multiple items in 1 turn remains...
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9 years ago
Dec 10, 2015, 5:53:05 PM
It's pretty clear that some industry is being carried over if you check the numbers; if you finished an item last turn and emptied the queue, the predicted number of turns to complete the new item you're adding will often be less than (cost)/(industry output). This is a common feature in similar games to make queue management easier, and Amplitude did something similar in their previous game Endless Space.



Without precise documentation or UI features, it's hard to be sure that it's saving 100% of the overage, but it's definitely saving something.



I'm not entirely happy with that feature, because now to play optimally you have to understand it, track it, and manipulate it to your advantage, which is hard to do because it's mostly invisible and undocumented and more complicated than the obvious system they're not using because it would force you to queue things in advance. If I were designing the game, I might have done a system where you get notifications when queues are 1 turn from completion instead of when they're empty, and where excess industry is diverted to some other purpose (e.g. converted into dust at a penalty) rather than saved up.



But saving excess industry on a turn when you complete the last item in the queue is pretty standard and Endless Legend is definitely doing something along those lines.
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9 years ago
Dec 10, 2015, 6:47:31 PM
I have verified this, and it's been confirmed by developers that there is a 1-turn bank of both science and industry. Failing to queue a second turn's worth should never hinder you. Failing to queue anything will.
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9 years ago
Dec 11, 2015, 1:58:59 AM
Okay guys, thank you for interesting info and thoughts. Meantime I experimented a bit myself. All is clear now - it is really saving smiley: smile
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