Yes, PLEASE :) (Shameless bump for the dev team :) - you guys are awesome, thank you for your community involvement!)
NavyFish
While I agree, that would have to be a past average value, as predicting that value would be quite difficult. Why? Because it inherently depends on the number of trips per second, which is inherently unpredictable: raw material shortages or player-directed early shipments would case less/more trips per minute than normal. While I don't think average fuel consumption per second would be useful for an INDIVIDUAL route, displaying this for ALL transport routes would be qu
Along these lines, it'd be nice to have a 'net assets value' indication - essentially, the amount of cash you'd make right now if you were to sell all of your resources (warning: numerical integration probably required! unless your demand curves are integrable, in which case, good job!)
I think a simple "1/2/3" fuel 'stack', akin to how you display other resources on the board, would suffice. Perhaps even a "3.4 fuel used per trip" line of text for more information. I'd picture this text/icon being displayed floating next to the ghosted building prior to placing. Finally, when you hover over a constructed building, in addition to seeing the production/consumption rates, you should see the fuel (or water) quantit
We need a way to disable patents, whether or not you currently have a patent lab. I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail.
We need a way to disable patents, whether or not you currently have a patent lab. I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail.
Strange, I could swear you acquire patents upon buyout. In fact, I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail. Turns out I&
I agree with the OP's general point about 'complexifying' the logistics side of the game. I don't think the player should be forced to plot logistics routes, etc, but should have the flexibility, particularly mid-game, to tweak and optimize this resource flow. As mentioned, a 'distribution point' or other such building could serve as a secondary resource hub, allowing raw materials to be routed directly to their 'refineries' instead of having to g