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Negative Resource and Population Points

Posted: Wed Jun 15, 2005 10:48 pm
by blubalou
I notice I can choose to build things even though it puts me into negative resoure points. Same goes for negative population points. So what's the penalty?

I think I've noticed that some things will just simply not move on in the production process if I'm negative points. Is that correct? If so, is there a hierarchy to determine what moves on and what does not?

But what about population points? I'm not even sure how they factor in. In other words, do combat units use population points, but not things like research and supply?

RE: Negative Resource and Population Points

Posted: Wed Jun 15, 2005 11:17 pm
by aletoledo
every unit created uses two population points out of the pool. if you go negative, then that unit is not created that turn. I'm not sure what determines which unit is or is not created that turn if you're in the negative.

one point to remember though is that if you go into a negative population and that unit is obviously not created that turn, you're still using up the production point! so if you every get yourself into a negative population, make sure you put stuff on hold to get back to 0+ and then you won't waste the production point associated with that non-created unit.

RE: Negative Resource and Population Points

Posted: Thu Jun 16, 2005 3:07 pm
by 5cats
That's about it. However, when the computer chooses which units advance or get built, you probably won't like it, lol! So it's way better to spend a minute adjusting things yourself.
Yes, Supply and Research don't use Pop points. But a new Factory does!