Lost production points

error in game logic

Why did I create a topic here? Because it looks like a really wrong game desing.

All of manufacturing points must be spent in one turn.

One turn is a period of game time - a week. And it can be used for more than one task. Nobody will spent a whole week for only one task.

So if a planet have 200 production points and a player want to build 30-points-building, he will lost 170 points. Looks like lazy workers made a day work during whole week.

It's totally dissapointing when you HAVE to regulate EACH planet after finishing of constructing. I have 35 planets in my game, and it's only 1/5 of the galaxy. How can I play in late game? Will I spend a hour for each turn or just delete the game?

Current production algorithm is the worst decision with production queue which I had ever seen before. It makes the gameplay really annoying and boring.

I suppose you will delete this post or ignore it. However, if you want to make the game really interesting, you have to solve this problem.

3,882 views 6 replies
Reply #1 Top

It's not lost, it carries over. As outlined in the other 30-odd threads with exactly this title on exactly this topic.

Reply #2 Top

Quoting naselus, reply 1

It's not lost, it carries over. 
End of naselus's quote

It's useless for planets with big production output. And not realistic. If you have a number of small tasks for a week, will you do only one in this week? Or will do all which you can?

Quoting naselus, reply 1

As outlined in the other 30-odd threads with exactly this title on exactly this topic.
End of naselus's quote

Topics' count are emphasizing how this problem is important.

 

Management of few dosens of planets is really awful because of aforesaid one.

Reply #3 Top

Quoting SeerRus, reply 2

It's useless for planets with big production output. And not realistic. If you have a number of small tasks for a week, will you do only one in this week? Or will do all which you can?
End of SeerRus's quote

 

Not really. If I have a planet with 200 production, I can spend 1 turn dedicating the whole lot to social production and then put everything into military production. Then I still get a building every turn even though I'm not spending any production on it.

 


Topics' count are emphasizing how this problem is important.
End of quote

 

Not really, since the problem you outline doesn't exist. Production isn't lost. There's a big issue with that not being clear in the UI, though.

 

Management of few dosens of planets is really awful because of aforesaid one.
End of quote

 

I'll agree here. There are lots of measures which are needed to streamline large empire management.

Reply #4 Top

Quoting naselus, reply 3

Not really. If I have a planet with 200 production, I can spend 1 turn dedicating the whole lot to social production and then put everything into military production. Then I still get a building every turn even though I'm not spending any production on it.
End of naselus's quote

I checked it today. Version 1.1.12

It isn't work!

I spend 61 points to 30-point farm. Next was a 30-point factory. Then I ended a turn.

Next turn the factory demand 30 points. That 31 points were lost. So described algorithm isn't work.

first screenshot

second screenshot

Do you know about bug with refreshing of production queue? If you change sliders, it won't change the queue in this moment. If you choose another planet and go back to that one or just re-open a planet review, than (!) you will see changes. So maybe it was a reason why you thought that points were saved from previous turn. 

 

Reply #5 Top

https://forums.galciv3.com/469475/page/1/#3576664

 

See this thread - it's basically exactly the same topic as this one. The OP initially thinks it's lost, and then checks and finds the tooltip which shows excess. A thread like this shows up most weeks. Hovering over the empty bit of the build queue shows any accrued points that are waiting to be spent. 

 

That said, I'm not seeing excess stored on building upgrades in testing; if so, this is probably a bug rather than intended. Can anyone else confirm?

Reply #6 Top

Quoting naselus, reply 5

That said, I'm not seeing excess stored on building upgrades in testing; if so, this is probably a bug rather than intended. Can anyone else confirm?
End of naselus's quote

OK, I checked it, it works.

However, bug with displaying of building time is still real.

So, there are 2 bugs with calculation of duration:

1. stored points of production aren't counted for displaying value

2. If you change an output of planet, the queue isn't refreshing.

bug with stored production points