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[1.04b4] Any production penalty causes full turn delay on construction
Posted: Thu Jul 02, 2020 2:46 pm
by Malevolence
Per the image, any zone production penalty causes a full turn delay on construction. While the penalty in this case was 4%, a penalty of 1% will cause the same 0.1 turn left to complete. The result is a full turn lost with all the added costs that entails.
All materials and resources were paid and provided, however, even the smallest penalty will double the cost in time, workers, upkeep, etc.
For reference, Game Build v 1.04-beta1; Scenario Build v1.04-beta1; Last Game Build used 104-beta1; Scenario Version Number #41.
I am running a Win 10 Pro 64bit, Intel i7-1065G7, 16GB RAM. It is a Surface Pro 7, connected to 2560x1600 display monitor via USB-C. That's Intel Iris Plus integrated graphics.
RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Tue Jul 07, 2020 11:58 am
by Malevolence
RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Tue Jul 07, 2020 1:41 pm
by zgrssd
The best technical solution I can think off, would be to allow the new building to operate at only 90% on the first turn (or -10% for being only 0.1 turn short last turn).
But it should skip that for upgrades, as a -90% (because it was at 0.9 turns) would put the new building behind the original.
RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Tue Jul 07, 2020 2:32 pm
by Vic
Other possible solution is to make a production penalty for construction randomly and weighted go to either 50% or 0%. That way with 4% penalty 9 in 10 times the construction will not be delayed.
Best , vic
RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Tue Jul 07, 2020 4:13 pm
by DasTactic
With the two-turn delay before getting the benefit of assets I think zgrssd's suggestion is a good one. When you are really sweating on getting a farm or truck station built an extra turn can really hurt.
RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Tue Jul 07, 2020 5:39 pm
by Malevolence
@DasTatic, I really wish you would comment one way or another on all my suggestions. It's a sure way to determine the acceptance. Bellwether. [:D] [:'(]
It would save me loads of time repeating myself.
Example:
ORIGINAL: DasTactic
I'm really liking where the Logistics System changes are going. I haven't tested it much yet but I don't like that the traffic system blocks the pull points.
On the traffic system, it would be great to have a few options...
[ ] Allow Max Pull Points
(which would allow blocks but let through 100% of the logistics needed through the Pull system)
Have two indicator lights above each button on the traffic blockages.
The left light is for roads and the right light is for rail.
Left-clicking the button would toggle the road only.
Right-clicking would toggle the rail only.
To activate both you would both left and right-click on a button. I think this would be good because I feel the majority of the time you don't want to be really blocking the rail system too much.
... and just like that, separating traffic signs gets implemented just like you said.

RE: [1.04b1] Any production penalty causes full turn delay on construction
Posted: Wed Jul 08, 2020 5:31 am
by Vic
Note that I already agreed before Das posted
