Quality of life suggestion: Projected resource gain

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Husein

Captain
24 Badges
Jan 4, 2013
450
863
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Island Bound
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect: Psych Ward
  • Imperator: Rome Sign Up
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Surviving Mars
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Darkest Hour
  • Crusader Kings II: The Old Gods
With new building and population system it becomes hard to keep track of what your income will look like once your buildings are online and running so could we have a way to see projected resource income once all buildings and sectors we have are manned?
 

strangebloke

Second Lieutenant
27 Badges
Jan 13, 2019
118
9
  • Europa Universalis IV: Rights of Man
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I'd be so much for this! Just a little (+x) next to your production number, showing the production of everything you're building.

Unfortunately, it isn't practical unless you make it very approximate. Assume that all new jobs will be filled by totally generic pops with no traits, or something similar.

Probably would help the AI, too.
 

Husein

Captain
24 Badges
Jan 4, 2013
450
863
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Island Bound
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect: Psych Ward
  • Imperator: Rome Sign Up
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Surviving Mars
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Darkest Hour
  • Crusader Kings II: The Old Gods
I suspect that this was removed for performance reasons. If they change it, then the economy has to recalculate any time you change anything.

It recalculates already any time a site is manned. As it is sometimes there are sudden shifts and I often found myself loosing minerals energy or food out of nowhere. It could be something like this Energy income 1300/2400. First number being current total income, latter being total number when all your thingies are manned by pops. Even aproximations would help.
 

Limes

Corporal
37 Badges
Nov 8, 2009
48
9
  • Stellaris - Path to Destruction bundle
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Steel Division: Normandy 44
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Europa Universalis IV: Mare Nostrum
  • Tyranny: Archon Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Europa Universalis IV
This would be a simple calculation:

Present output of jobtype X * number of jobs X in the new building/district

Only performed when you open the tab to press the build button, so not a problem for performance. And a good QoL improvement!

Edit: At least for a xenophobe monospecies no robots player like myself...