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IDProjectCategoryLast Update
0017299Stars Beyond ReachGUIJun 19, 2015 3:02 pm
Reporterkasnavada Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.895 (Top Bar And AI Expansionism) 
Fixed in Version0.898 (Beauty and the Bugs) 
Summary0017299: Left bar => single out places where nothing can be built
DescriptionSome "categories", notably the shopping one, are heavily tied to population. I tend to place all shopping buildings as soon as it's possible (maybe it's a bad idea, but anyway) so I tend to check every few turns if one of the building is available.

Could you add some kind of icon in one of the corner of categories to show that either no building can be built or that one can be ? Or gray out somewhat categories where there is nothing which can be built ? I'm not sure what would look better without putting to much on that bar.
TagsNo tags attached.

Activities

Chris_McElligottPark

Jun 18, 2015 1:12 pm

administrator   ~0042342

My plan for an upcoming build to address this instead:

-- Those buildings with “requires x number of citizens to be placed” of the various sorts should no longer block the player from placing them.
--- Instead, when a building of that type has that sort of requirement, it should affect the efficiency of all the buildings of that type. Some hypotheticals with made up numbers:
---- 1. Let’s suppose I have an Opera House, and it requires 400 of “Citizens X.” Let’s also suppose that it says “FirstFree” on _rhFirst.
----- When I place my first Opera House, everything on the interface is identical to right now. Aka, no warnings, no penalty to efficiency, nothing.
----- Let’s suppose I don’t have any of Citizens X. I now go to place my second Opera House, which it will now let me do -- instead of saying that I need 400 Citizens X for 2 Opera Houses.
----- However, instead of that message from before, it will now warn me that full efficiency for 2 Opera Houses requires 400 Citizens X, and thus my efficiency on all opera houses will only be 50% at the moment.
---- 2. Let’s suppose I have a Stock Exchange, and it requires 400 of “Citizens Y.” Let’s also suppose that it says “All” on _rhFirst.
----- When I place my first Stock Exchange, it will let me do it (unlike before), but it will warn me that I need 400 Citizens Y for full efficiency of 1 stock exchange, and since I only have 20 of Citizens Y my Stock Exchanges will all have only 5% efficiency.
----- Let’s say I immediately go to place a second Stock Exchange for some reason, it will still let me do it, but it will warn me that I need 800 Citizens Y for full efficiency of 2 stock exchanges, and since I only have 20 of Citizens Y my Stock Exchanges will all have only 2.5% efficiency.
--- In all of these cases, the warning that is shown during placement mode should also be shown on the main map view tooltip at all times if there are insufficient Citizens X/Y/whatever. If there are enough citizens, then that warning would not show in either place.
--- Please do make sure that for this particular building efficiency bit that trash produced, power used, and pollution emitted are all reduced accordingly.
--- The overall purpose here is to make it so that there is never a reason that a building can’t be built aside from shortage of money. This is a lot more like SimCity -- as is the case with that other game, you can go ahead and place the building/zone/whatever, but then it just sits largely abandoned if you aren’t set up for it right. But it allows you to go ahead and do your city planning now, without having to think about it.

kasnavada

Jun 18, 2015 1:25 pm

reporter   ~0042343

Last edited: Jun 18, 2015 1:26 pm

Ah, that sounds quite nice actually, and also it's "moving" stuff to the main screen. Which is also quite nice.

I actually suggested something similar here:
http://arcengames.com/mantisbt/view.php?id=17112

But "only" for "commercial" buildings, as I felt that it would differentiate industry products (which a dictator can find a use for even if there's not client) from commerce (which generally needs clients).

Anyway, if you do so, could we have a button / combo to "pick" a building and "copy it" so you're building it "directly" from the main screen ? And "add" some icon / overlay to show buildings at "max" efficiency too ?

keith.lamothe

Jun 19, 2015 3:02 pm

administrator   ~0042366

For 0.898:

* The "requires X people in Y housing per building" rules no longer prevent construction of those building types if the limits are hit, instead they reduce the effectiveness of those buildings if the limits are exceeded.
** This "From Low Served Population" multiplier is shown in the tooltip of buildings impacted by it, the placement-preview tooltip for buildings that would be impacted by it (at current population levels), and in the advanced info under Building Effectiveness (and other affected stats) in the building detail window.

Thanks :)

Issue History

Date Modified Username Field Change
Jun 18, 2015 3:21 am kasnavada New Issue
Jun 18, 2015 1:10 pm Chris_McElligottPark Assigned To => keith.lamothe
Jun 18, 2015 1:10 pm Chris_McElligottPark Status new => assigned
Jun 18, 2015 1:12 pm Chris_McElligottPark Note Added: 0042342
Jun 18, 2015 1:25 pm kasnavada Note Added: 0042343
Jun 18, 2015 1:26 pm kasnavada Note Edited: 0042343
Jun 19, 2015 3:02 pm keith.lamothe Note Added: 0042366
Jun 19, 2015 3:02 pm keith.lamothe Status assigned => resolved
Jun 19, 2015 3:02 pm keith.lamothe Fixed in Version => 0.898 (Beauty and the Bugs)
Jun 19, 2015 3:02 pm keith.lamothe Resolution open => fixed