[GS] Issues with the new resource management

PibbZ

Paladin
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Greetings,

My first game in GS playing as Sweden. I built a couple of Heavy Chariots with the intention to upgrade them into Knights. I researched Stirrups, but lacked enough Iron to build/upgrade to Knights. I was building a Heavy Chariot in one of my cities aswell, when suddenly the stockpiled iron treshold passed what was needed for a Knight.
The game then instantly took that iron, and converted my almost completed Heavy Chariot into a not even half done Knight. My intention was to upgrade existing Heavy Chariots before hard building the Knights.

Don't know, It might just take time adapting to the new system, but I don't expect this to be by design. At least prompt me if I want to convert my production instead of just stealing all stockpiled Iron and convert production without any warning :)

A system like this will only force an incredible amount of the kind of micro management that is not fun. And I like micro management when its done for the right reasons :)

What do you guys think?
 
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Greetings,

My first game in GS playing as Sweden. I built a couple of Heavy Chariots with the intention to upgrade them into Knights. I researched Stirrups, but lacked enough Iron to build/upgrade to Knights. I was building a Heavy Chariot in one of my cities aswell, when suddenly the stockpiled iron treshold passed what was needed for a Knight.
The game then instantly took that iron, and converted my almost completed Heavy Chariot into a not even half done Knight. My intention was to upgrade existing Heavy Chariots before hard building the Knights.

Don't know, It might just take time adapting to the new system, but I don't expect this to be by design. At least prompt me if I want to convert my production instead of just stealing all stockpiled Iron and convert production without any warning :)

A system like this will only force an incredible amount of the kind of micro management that is not fun. And I like micro management when its done for the right reasons :)

What do you guys think?
I've experienced this as well. this seems like one of those things thats not quite a bug but still extremely annoying and probably will not be changed unfortunately.
 
There are other things that would be welcome as well, like just choosing to shut down a power plant (no matter what kind it is) if you wish. That should really be an option.
 
Regarding the resource upgrade management thing; this just happened in GM's twitch stream. There was a developer in the stream who commented that they are 'aware of it.' I think it's working as intended, but it doesn't warn you that the resources are about to be redirected. I bet the notification aspect will be fixed.
 
Hasn't it always worked this way, though? If you're part-way through building a unit when you finish researching that units upgrade, then your production is automatically converted to the new unit. Perhaps you're only noticing it now because it also took your iron?
 
Hasn't it always worked this way, though? If you're part-way through building a unit when you finish researching that units upgrade, then your production is automatically converted to the new unit. Perhaps you're only noticing it now because it also took your iron?
Yes, but it was not an issue with the old way resources worked. Now you can only stockpile a limited amount at any given time, and when that amount is deducted from your total, you suddenly can't build or upgrade any more units until the cap has been reached again. Could be fatal if you're facing invasion and really need that older unit upgraded quickly.
 
Looks legit for me. Old system immediately converted your production to new unit, currently it offsets it if you're lacking resources. System prioritize thing which should be done anyway.
 
I have a new gripe. Oxford University gave me replaceable parts technology, but I forgot to upgrade one of my warriors to a swordsmen, now I can't upgrade him at all because it says I need oil. Should have the option to upgrade to a swordsmen or musketmen. It's still going to be a long time before I get oil.
 
Something odd that I have not discover before: upgrading a unit give them a Promotion when you have a Military Alliance (level 3?).

In the same time, I assume that if we can't build a Musketman (not enough Niter), then the Swordsman is buildable. But if we don't have enough Iron, then the Warrior is the way to go. But, let admit that we purposely sell all our Iron and Niter, then we can buy a Warrior with 1 Promotion, then upgrade it twice and finish with 3 Promotions when we have enough Iron and Niter again.

Same thing with Cuirassier (Niter), Knight (Iron), and Heavy Chariot (nothing). Did I just discover a way to have a unit with several promotion?

Some civilization cannot fully enjoy from this, like France and England because their unique unit don't need any ressources, so can't go back further than Garde Impériale or Redcoat.

Well, I think we can only go for the last generation unit (Warrior → Musketman, even if we have Iron but not Niter), but that is 2 free Promotion, it's something.

This can't work with Recon, Anticavalry or Ranged because they don't need ressources.

For Oil, Coal... it's kind of difficult because it seems to have a 1 turn delay, and we end up by having enough Oil, Coal... the next turn because we don't need 20 of them.
 
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