Kailric
Jack of All Trades
I am moving this post here so it doesn't hijack the DA thread.
We are wanting a new interface for the Foreign/Domestic Imports/Exports and other Yield options so we can discuss options here to keep them together.
We have many options when it comes to what we can do for a better interface in the city screen. There is actually still room for extra buttons, some ideas to get us started...
New Features and Concepts
Feeder service:
Auto enable/disable import based on storage only. The player sets a threshold and the computer will import as needed to maintain this level.
Rules are that it will stop importing if storage goes over 100% of the requested level and it will start importing again if the storage drops to below 75% of that level. In between the current import state is kept. In other words it's a system with hysteresis.
The reason why it doesn't just trigger at 100%is that it would toggle on and off way too often. If the city is set to import and export something, it uses 3/turn and has a threshold of 100. It will fill to 100, wait until it drops below 75 (9 turns) and then fill up again.
If it triggered on 100% both ways, it would fill up to 100, next turn it has 97 and it will use a transport to obtain the missing 3 and stop importing. Next turn it uses a transport again to gain the missing 3 and so on. Moving between 75% and 100% is an attempt to use the transport more efficiently and not make them move tiny amount of yields.
Consumption multiplier:
This is an auto threshold setting. It calculates how many yields you need each turn to supply your buildings if they are all full of units with no modifiers. Consumption multiplier will then set a threshold of that number multiplied by the consumption multiplier setting. In other words it is a setting asking for how many turns you want to stockpile for. This number will go automatically up when you construct a new building with more worker slots.
Feeder service also has other sources of auto threshold. It will always try to import to meet the requirements for the buildings you have in the building queue. There is no GUI to modify this behavior. It's just always on if feeder service is on.
We are wanting a new interface for the Foreign/Domestic Imports/Exports and other Yield options so we can discuss options here to keep them together.
We have many options when it comes to what we can do for a better interface in the city screen. There is actually still room for extra buttons, some ideas to get us started...
- -The Resource Bar could be resized, the Fealty Bar moved (perhaps stretching down the left side, or even dropped and simply have a number somewhere, all this to allow for Buttons underneath each yield for options.
- -The Emphasis panel could be made to switch to a Yields panels that would replace the Popup menu. The new Yields Panel would be scrollable, and have button options for each yield. Perhaps even arrows so you can rearrange the order of Yields so that you can put the city's specialized yields towards the top so you don't need to scroll.
- -The extra Teacher list, etc buttons can be moved elsewhere, Steward buttons etc, resized to allow room to list Foreign/Domestic Imports/Exports. Schools Buildings could actually Popup the Teach List.
- -Garrison and Transport Panels could be made to switch out with New Yield Info options, and all that info put there.
New Features and Concepts
Feeder service:
Auto enable/disable import based on storage only. The player sets a threshold and the computer will import as needed to maintain this level.
Rules are that it will stop importing if storage goes over 100% of the requested level and it will start importing again if the storage drops to below 75% of that level. In between the current import state is kept. In other words it's a system with hysteresis.
The reason why it doesn't just trigger at 100%is that it would toggle on and off way too often. If the city is set to import and export something, it uses 3/turn and has a threshold of 100. It will fill to 100, wait until it drops below 75 (9 turns) and then fill up again.
If it triggered on 100% both ways, it would fill up to 100, next turn it has 97 and it will use a transport to obtain the missing 3 and stop importing. Next turn it uses a transport again to gain the missing 3 and so on. Moving between 75% and 100% is an attempt to use the transport more efficiently and not make them move tiny amount of yields.
Consumption multiplier:
This is an auto threshold setting. It calculates how many yields you need each turn to supply your buildings if they are all full of units with no modifiers. Consumption multiplier will then set a threshold of that number multiplied by the consumption multiplier setting. In other words it is a setting asking for how many turns you want to stockpile for. This number will go automatically up when you construct a new building with more worker slots.
Feeder service also has other sources of auto threshold. It will always try to import to meet the requirements for the buildings you have in the building queue. There is no GUI to modify this behavior. It's just always on if feeder service is on.