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Qoff

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If you upgrade your ships and change the design while the fleet is upgrading, your fleet will be upgraded to your last design without consume any extra minerals or time.
 
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Illanair

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To be fair the opposite is also true if you queue up ships while a discount module is being installed - they will all cost the higher, original price.
 
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Mundicus

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If you upgrade your ships and change the design while the fleet is upgrading, your fleet will be upgraded to your last design without consume any extra minerals or time.

Was able to do that, too. Please fix it. It is especially "nice" in multiplayer.

To be fair the opposite is also true if you queue up ships while a discount module is being installed - they will all cost the higher, original price.

It would be awesome, if when we get a bonus tech or a leader with traits - all the affected buildings and ships in the queue would retroactively return the minerals.

I remove the ships and then re-add them to queue when I get a bonus.

^ Is it the same issue or a different one?
 

Illanair

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Shouldn't need to be a trait - It should just adjust the cost when the module is up.
 

TehJumpingJawa

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Shouldn't need to be a trait - It should just adjust the cost when the module is up.

Yeah, though that would require the construction cost to be debited when construction begins, rather than when items are queued.

Don't get me wrong, I fully support changing to such a system!
It'd both reduce micromanagement and eliminate bugs like this that are otherwise rather hard/clumsy to solve.
 

Illanair

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Yeah, though that would require the construction cost to be debited when construction begins, rather than when items are queued.

Well no. You'd get the difference refunded on all queued up production when the module is operational.
 

TehJumpingJawa

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Well no. You'd get the difference refunded on all queued up production when the module is operational.

and the reverse? when the queued item costs less than its upgraded replacement?
Whenever you credit or debit, you run create the eventuality of either debiting below zero, or crediting above the max cap.

The game shouldn't be silently crediting or debiting amounts to your finances for special cases; it's opaque & unintuitive to the player. (and from a code perspective, it's inefficient, and fragile)

The root of the problem is the reservation of funds when queuing production; it's just a bad design choice.

I get why they do it; some misguided belief that it's more intuitive.
However, it creates micromanagement overhead as construction queues become pointless (unless you're running with a near-infinite bank balance), and as is evident from this thread, it creates lots of edge-cases that result in bugs. (which in turn requires more code to workaround said bugs, resulting in yet more bugs)
 
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Illanair

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Then the game deducts the same amount. It's not like the game has no concept of going into negatives.