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Ore goes to metal before the monument #67

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DeadlyKitten37 opened this issue May 22, 2022 · 6 comments
Open

Ore goes to metal before the monument #67

DeadlyKitten37 opened this issue May 22, 2022 · 6 comments

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@DeadlyKitten37
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When creating a monument and there is not enough ore to go around the blacksmiths will take the ore before the monument, often turning it into metal that you already have in abundance. It would be better if ore went first to the monument until the metal ran and only then would extra ore be turned into metal.

I assume skins have a similar issue with a similar solution but i am not certain.

image

@DeadlyKitten37
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DeadlyKitten37 commented Jun 5, 2022

Update: I think I found a fix, in the gameloop function (line 3162) move the doLabourers from their current location (line 3205) to between doMiners and doBlacksmiths (doLabourers will be at line 3179)
In addition you need to adjust getWonderProduction (line 2820) to not return negative values by the return at line 2826 to
return Math.max(prod,0);

@JoelAzaria
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Hey now.
As a player I disagree with your assertion that it needs to be fixed.
Ore goes first to metal (in my estimation) because there are blacksmiths waiting to do the work. If the ore went to the pet project (ie. Wonder) then you'd have employees (blacksmiths) being idle waiting for Ore.

As a player I think it's our responsibility to manage the labor force and idle a few 'smiths (or push them to farming or smth else) rather than change the code. :)

imo. Open to discuss it.

@DeadlyKitten37
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If the metal goes to the blacksmiths then it will instead be the labors who end up doing nothing.

When you are doing the wonder you often want all resources going to the wonder due to sheer size. Making the labors more important automatically balances between metal and ore, instead of forcing you to do so manually

@JoelAzaria
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If the metal goes to the blacksmiths then it will instead be the labors who end up doing nothing.

And I would make the case that is as it should be. You feed and provide work to the base economy before the ruler's "pet project".

When you are doing the wonder you often want all resources going to the wonder due to sheer size.

We'll have to agree to disagree. If you push the number of laborers to consuming all or even most resources then even slight disturbances in outputs can send your whole empire into a tailspin. Balancing continuous growth with a steady stream of laborers and lots of gold from commerce gets the wonder built as well but with less risk and turmoil imo.

Making the labors more important automatically balances between metal and ore, instead of forcing you to do so manually

Manually is what should be doing imo. Metals and skins are needed to mobilize an army when needed. Instead of keeping 2 mil standing army, just mobilize 1.7 mil ( or more or less) whenever conquests are needed then bring them home and send them back to farming or mining.

@DeadlyKitten37
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I will observe that you play this game very differently then I do. I generally view completing the monument as the 'win condition' or at least the closest thing the game has. I usually hold off on starting the monument until I have completed all the growth I intend to do.

You feed and provide work to the base economy before the ruler's "pet project".
Once I start building it, creating the wonder is my economy.
If you push the number of laborers to consuming all or even most resources then even slight disturbances in outputs can send your whole empire into a tailspin.
I regularly dedicate 100% of avaible resources and have never experienced such a tailspin.
Balancing continuous growth with a steady stream of laborers and lots of gold from commerce gets the wonder built as well but with less risk and turmoil imo.
Due to the nature of exponential growth, starting earlier will slow you down more then it will help. I also use no gold anymore after desiding the RSI from spaming the trade button was not worth the 1/10000 progress each gold gives you. Gold will not be useful endgame imo until 'Buy All' and 'Sell All' buttons exist.
Manually is what should be doing imo.
You can do that if you want, this proposed change will only do anything If you reach either 0 skins or 0 ore.

A couple notes on my usual play style. At endgame (aside from my current pacifist run) I always have 45% farmers, 25% woodcutters, 25% miners, 5% soldiers, and trace amounts of everything else (including enough labors to use all available resources). I spend most of my time afk, looking back only every few hours. Given this afk style, all I have to do (with the hacked version) is to balance between miners and farmers to not have too much metal or leather.

@Lukenickerson
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In general I think I agree more with @JoelAzaria on this. But @DeadlyKitten37 's concern is real... so perhaps a solution would be to let the user somehow control what % of the ore goes to Metal versus Wonder? Open to ideas on this. Maybe some kind of "Manager" unlock?

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