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Production waste if queue item removed

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10 years ago
Nov 7, 2014, 2:04:29 PM
Hello guys, after a year or so I decided to boot up the game and hit some new turns smiley: biggrin



back to thread question:

I noticed production waste and would like you to confirm my doubt about that.

when ie. an item costs 4 turns to complete and it's remaining turns left to complete in the queue is, say 3 turns and then you remove the item and add it back to queue you'll notice that turns to complete the item is 4 turn now, meaning that 1 turn have been lost just because you removed it and then add it back to the queue?

Have you noticed that?

there is still a lot to fix the game and can't wait the devs to spend some time to improve the game already.
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10 years ago
Nov 7, 2014, 11:27:08 PM
I think its right like this...if you start building your house but after one year you decide that doesn't worth it, you lose all the time, money and effort you invested.

But I guess you want more like a delay resetting the turn remain till you push the end turn...Am I right?
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10 years ago
Nov 8, 2014, 12:21:03 AM
He doesn't want to get back to the project 10 turns later and start it again where it was cancelled. He just basically wants to be able to continue the project if he somehow misclicks. Without losing the current progress.
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10 years ago
Nov 8, 2014, 2:41:24 AM
You can just drag the item to be built to the bottom of your queue. The only faction that would have a reason not to do this would be Automatons smiley: frown.
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10 years ago
Nov 8, 2014, 3:33:00 AM
I'm sure we have all accidentally deleted something in the queue that we didn't mean to. Very annoying when this happens.
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10 years ago
Nov 8, 2014, 5:59:12 PM
thank you guys for quick response, Peshku's post is correct, this happen ie if you misclick the item and thus loosing production.

now it makes sense to watch what you're doing with the queue so that none of production is lost which could be not so small amount during entry game is you misclick these a lot smiley: smile



edit: my first post applies to queue items that are the only ones in the queue since these are directly affected with system's production already.



Jozrael, I never understood how automatons "production to stack" factor works since I never played with them, can somebody explain how their bonus is different from other factions production?
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10 years ago
Nov 11, 2014, 12:58:59 PM
The in-game effect description for Automatons Affinity is less than helpful. Here is an explanation:

Unused Industry is stored, or "stacked" (e.g. when production queue is empty). Stacked industry earns 5% interest per turn. Up to 5 turns worth of Industry can be stacked (overage is lost). System improvements can increase the interest earned to 20% per turn, and give a defense bonus based on stacked industry.



To see the benefit of this, imagine that your system produces 100 Industry each turn. If you are actively building something (or converting Industry to Dust or Science), you will produce 300 Industry in three turns. However, if you keep an empty build queue, the 5% interest will mean that after three turns, your system has 331 stacked Industry. With the unique system improvement that gives +15% interest on stacked Industry, the same system would have 436 stacked Industry after three turns. Thus, you could build an improvement costing 500 Industry in only four turns (three turns with an empty production queue, and building the improvement at the end of the fourth turn), instead of working on it constantly for five turns.



One more possible application of the Automatons affinity is colony ship building. Normally during this process the population growth is suspended on the system, however, Automatons can stack industry for 5 turns and then build a ship in one turn, thus saving up to 5 turns of the system growth, which is a significant advantage during the initial expansion stage.



Details from the dev team:



At the end of the turn, if there is an overproduction, it's stacked instead of being reported.

At the beginning of a turn, an interest is applied to the stacked industry, allowing it to increase a bit.

The stacked industry is capped at 5 * system's industry.

If the overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.

When the automatons build improvements & ships, the industry is used in the following order:

system's industry

overproduction

stacked industry

When a system from the Automatons is invaded, the stacked industry is destroyed, reset to 0 even if the invader is an Automaton.



Source: http://endlessspace.wikia.com/wiki/Automatons
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10 years ago
Nov 11, 2014, 2:59:28 PM
Peshku, thanks a lot for explanation! I appreciate it.

I like the "stacked industry for colony ship" part, which is actually powerful in early game for automatons smiley: smile
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10 years ago
Nov 13, 2014, 10:48:24 PM
Makes me want to try them! Beside that economic particularity, are they fun to play in any other aspect?
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10 years ago
Nov 15, 2014, 2:51:46 PM
Endless Legend actually warns you about the loss if you remove something from the queue so it doesn't happen by accident... would be nice if Space did the same thing.
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