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Projected Building Output

I ran into this problem in a game where oil was scarce... Oh wait thats nearly all my games haha

But in all seriousness, I was looking at my Oil producing territories and seeing which of them did not have T5 ICs or T3 Infrastructures on them. Then I remembered that Naval Bases also increase resource production, BUT.... they have an oil upkeep. So now we run into the situation do I remember enough of my high school Algebra to figure out the base oil value of the territory to then figure in the newly added 10% value and compare that to the Naval Base's upkeep.

The answer was ultimately no, luckily a T1 Naval base takes less than 10 mins to build and I can turn it off if it did not increase the output.

However this brings me to my suggestion for the developers.

There comes a time when we are all strapped for materials and we can only choose between building one of two things. I think it would be beneficial to players to have a pop out window for resource increasing buildings that show the projected increase associated with the potential option.

Likewise another quality of life improvement along the same lines. When you select a territory I should be able to click on the resources and see what augments are affecting.

For example I click on the territory producing 1800 supplies

Base 1000

T5 IC 500

T2 Infrastrucutre 300

Just gives us a breakdown so we know what the base value is and what is currently affecting the territory.

Correct me if I'm wrong but damaged buildings also work at a percentage of their ability? This breakdown would then include the output for a damaged IC, Naval Base, or Infrastructure.

All of this would in turn help me at least in determining where to allocate my scarce resources in a game where money gets tight!

Thanks

3 Replies

I agree that there should be something that shows the base production of a territory at it's current morale, or even base production at a certain fixed morale.

Good point, eruth. I think base production at 100% morale would be a fully sufficient information to solve this request.

However, I think that really wouldn't be an important feature, since a bit of mental arithmetic keeps us young ;) .

I'd place this only on the very bottom of the (very long) new features list.

I posted the math on this at some point here in a long since forgotten thread.

Essentially a naval base only produces more oil than it consumes in a core oil province. Otherwise disable them if not in use for naval production or embarking speed improvement.

I suppose if you had oil and wanted to turn it into something else early in the game then a naval base can help with that in non oil provinces.

War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
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