Buildings - making a better list, limiting micromanagement
Moderator: Oberlus
Buildings - making a better list, limiting micromanagement
I wish the buildings tab on production screen were split three ways:
1) buildings -> these affect only the current planet
2) shipyards -> a single shipyard in a system, to limit micromanagement (why should I have the option to build a shipyard in all 6 planets in a system is beyond me, as it's completely unnecessary)
3) wonders/breakthroughs -> whatever we call them. The kind of buildings that we should be only 1 in an empire and which affect the entire empire (Observatory, Bioterror Projection Base, Genome Bank, Cloning Center etc.)
I realize the problem of already built buildings appearing on the list would not be solved, but this way at least, the screen would be less cluttered.
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Another idea I had - limiting the number of buildings that can be built on a planet. Shipyards would be excepted, as they are built in-system rather than on-planet, fluff-wise. Either a general cap, say, 10, or a cap depending on a planet's size and/or habitability.
1) buildings -> these affect only the current planet
2) shipyards -> a single shipyard in a system, to limit micromanagement (why should I have the option to build a shipyard in all 6 planets in a system is beyond me, as it's completely unnecessary)
3) wonders/breakthroughs -> whatever we call them. The kind of buildings that we should be only 1 in an empire and which affect the entire empire (Observatory, Bioterror Projection Base, Genome Bank, Cloning Center etc.)
I realize the problem of already built buildings appearing on the list would not be solved, but this way at least, the screen would be less cluttered.
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Another idea I had - limiting the number of buildings that can be built on a planet. Shipyards would be excepted, as they are built in-system rather than on-planet, fluff-wise. Either a general cap, say, 10, or a cap depending on a planet's size and/or habitability.
- eleazar
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Re: Buildings - making a better list, limiting micromanageme
If the buildings are more than rarely pushing 10 per planet (excluding shipyards), then we've probably defined the buildings so that too many are 'build-everywhere' buildings.Zireael wrote:Another idea I had - limiting the number of buildings that can be built on a planet. Shipyards would be excepted, as they are built in-system rather than on-planet, fluff-wise. Either a general cap, say, 10, or a cap depending on a planet's size and/or habitability.
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- Large Juggernaut
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Re: Buildings - making a better list, limiting micromanageme
I can't think of many, just SYs.
Computer programming is fun.
Re: Buildings - making a better list, limiting micromanageme
I thought of the cap before I thought about making SYs systemwide.
Indeed, making SYs systemwide would probably remove the problem of too many buildings at a planet.
Indeed, making SYs systemwide would probably remove the problem of too many buildings at a planet.
Re: Buildings - making a better list, limiting micromanageme
Bump - any hope of getting the tabs split? I saw another person on these forums who complained about already built items being in the 'producible' tab...
- eleazar
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Re: Buildings - making a better list, limiting micromanageme
Huh? There's seldom a reason to build more than one shipyard in a system, so enforcing one shipyard per system wouldn't change much.Zireael wrote:I thought of the cap before I thought about making SYs systemwide.
Indeed, making SYs systemwide would probably remove the problem of too many buildings at a planet.
Though currently the species of the planet with the shipyard determines the species of the colony ship, so unless that gets changed-- one shipyard per system is not a good idea. In the future different species will probably be better or worse at ship combat.
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- Large Juggernaut
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Re: Buildings - making a better list, limiting micromanageme
I'll often do it at a location with a strategic sugnificance. Isn't a single shipyard limited in how many resources it can consume each turn?
Computer programming is fun.
Re: Buildings - making a better list, limiting micromanageme
Maybe a single shipyard for a system is a bad idea, but what about these tabs?
- eleazar
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Re: Buildings - making a better list, limiting micromanageme
No, though making such a limit has been considered.marhawkman wrote:I'll often do it at a location with a strategic sugnificance. Isn't a single shipyard limited in how many resources it can consume each turn?
Re: Buildings - making a better list, limiting micromanageme
Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Re: Buildings - making a better list, limiting micromanageme
Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.Zireael wrote:Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
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Re: Buildings - making a better list, limiting micromanageme
So why do we have these "wonder-type buildings" and "shipyards"? Both of these have different usage than "standard buildings"...Bigjoe5 wrote:Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.Zireael wrote:Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Re: Buildings - making a better list, limiting micromanageme
Every building has a different use from every other type of building. I'm not even sure what the distinction you're making between "wonder-type buildings" and "standard buildings" is, and the only thing that distinguishes a "shipyard" from a "standard building" is that there exist some ship parts or hulls that have that building as a location condition - not the easiest thing to check for. We could do it with tags, I guess, but then that seems to needlessly confuse the relationship between the source code and the content files.Zireael wrote:So why do we have these "wonder-type buildings" and "shipyards"? Both of these have different usage than "standard buildings"...Bigjoe5 wrote:Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.Zireael wrote:Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Also, there's no reason "shipyards" couldn't have some effects like normal buildings too...
Warning: Antarans in dimensional portal are closer than they appear.
- eleazar
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Re: Buildings - making a better list, limiting micromanageme
Do we even currently have any like that?Zireael wrote:1) buildings -> these affect only the current planet
The general plan is to avoid the MoO/Civ "build lots of buildings everywhere" thing. I part by making them more like Wonders (wide ranging effect) or useful only in specific situations (Shipyards).