Idea: Redo production mechanics.

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Drowe

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Haven't played HoI 3, but did play HoI 2 quite a bit. I think the production systems are essentially the same. I would really like to see a similar system in Stellaris. The system would really make a lot of sense, both in regards of realism and gameplay. Actually, it would even make sense to move away from directly building ships on a station and instead set a goal for how many ships you want to have of type X and they are produced automatically. Maybe implement the option to buy ships instead (-75% build time, but pay EC additional to the minerals). That would allow to keep the current system in place with slight modifications and add the new mechanic.
 

Almond_Brown

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"Mostly because having to save up adds needless micro."

Ok you win the thread. I have no idea how waiting for a bucket to fill "adds needless micro" but I am sure you do. Well done. Omg! :(
 

Drowe

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Ok you win the thread. I have no idea how waiting for a bucket to fill "adds needless micro" but I am sure you do. Well done. Omg! :(
The method as it is now works fine as long as you are OK with waiting for your stockpile to build up. During a difficult war like a crisis you may need replenish your fleet continuously, then it becomes tedious micro. Not having to worry about that would be a good thing.
 

terrycloth

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The method as it is now works fine as long as you are OK with waiting for your stockpile to build up. During a difficult war like a crisis you may need replenish your fleet continuously, then it becomes tedious micro. Not having to worry about that would be a good thing.

The simplest solution for that is to let you queue things you can't afford and have them suck down the minerals when they're available and start then, presumably in the order you queued them. Although that means having a global pending queue which might be annoying to program I guess.

Having resources locked into a bunch of half-completed projects is not a good thing. It's how sectors work and why they often seem to be storing huge stockpiles and doing nothing with them.
 

Drowe

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The simplest solution for that is to let you queue things you can't afford and have them suck down the minerals when they're available and start then, presumably in the order you queued them. Although that means having a global pending queue which might be annoying to program I guess.

Having resources locked into a bunch of half-completed projects is not a good thing. It's how sectors work and why they often seem to be storing huge stockpiles and doing nothing with them.
I agree, it would be the simplest solution, but maybe not the best solution. In my opinion the system from HoI 2 and 3 is better suited for Stellaris. There is one screen where you can queue production projects for the whole nation and once they are done, you can place them. Of course this can't just be copied to Stellaris exactly, but it could be adapted. The issue with half completed projects can be solved by simply prioritising projects in some fashion. Unless you have no mineral income and no stockpile, all projects will eventually be completed. If your income is enough to build 1.5 ships at a time, the first one will be completed at full speed. The second ship will also be built at full speed as long as you can draw on your stockpile. Once you have no more stockpiled minerals the second ship will only progress at half speed. Any new project after that will not start until the first project finishes and everything gets a higher priority.
 

terrycloth

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I agree, it would be the simplest solution, but maybe not the best solution. In my opinion the system from HoI 2 and 3 is better suited for Stellaris. There is one screen where you can queue production projects for the whole nation and once they are done, you can place them. Of course this can't just be copied to Stellaris exactly, but it could be adapted. The issue with half completed projects can be solved by simply prioritising projects in some fashion. Unless you have no mineral income and no stockpile, all projects will eventually be completed. If your income is enough to build 1.5 ships at a time, the first one will be completed at full speed. The second ship will also be built at full speed as long as you can draw on your stockpile. Once you have no more stockpiled minerals the second ship will only progress at half speed. Any new project after that will not start until the first project finishes and everything gets a higher priority.

The problem comes with the very common scenario where you have 20k minerals stockpiled and an income of 500. If you have 20k worth of projects you want them all to start immediately and work at full speed, even though they'd be using minerals at 10k per month which is >>> your income. But, if you start 40k worth of projects, you don't want to start them all immediately and then stall out half completed and then do the other half slowly, one at a time.
 

dying0d

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The first example would see no slowdown in production at all, as you have on hand the minerals to make all of that stuff anyways, plus however much more you get per month until the projects finish (the 500 minerals a month still accumulate, just are paid against the negative payment for the project)

The second case what the monthly income would cover some projects and it would continue down the line as they finish like any other queue system, top gets priority and when demand is filled excess goes to the next until no excess is left.

And furthermore, for the second case, it requires you have discipline. Which you need when you're spending from the bucket, you prioritize what you need/want and get to the rest when the bucket fills up.

The production screen also would make utilizing sector based production lines more easily than finding and queueing that way, or setting them to hotkeyed positions which are limited.

All in all I don't see the fuss over it, a they have a proprietary precedent of this in their other IPs, though they utilized other resources. I'm sure switching to one only(ie removing oil energy etc from Hoi series and using minerals) and also starts to address some other parts of the game (wars are effectively over after the doomstacks meet, excessive mineral bloat for large empires now the monthly income funnels to their production)

And seriously, more complexity?

Build x, y, Z and watch your EC income and make sure it says +1. Ie, players already evaluate a resource and it's consumption on the fly, which will also become minerals(and sooner or later, food)