Automated actions in case of resource shortage
Posted: Sat Mar 09, 2013 11:58 am
To help the forgetful or casual player.
Currently the game automatically disbands a unit when running out of credits. I'd like to suggest the game first tries to increase your tax rate to see if that solves the deficit.
Currently if you run out of minerals, any excess production is lost. I'd like to suggest that instead the game automatically switches a production worker to a miner to solve the deficit.
If you end the turn without setting a production order, production is lost. I'd like to suggest production is automatically set to Trading Goods in that case.
Same issues with not setting a research order, but that doesn't an obvious solution besides forcing the player to select a tech before they can end their turn.
Currently the game automatically disbands a unit when running out of credits. I'd like to suggest the game first tries to increase your tax rate to see if that solves the deficit.
Currently if you run out of minerals, any excess production is lost. I'd like to suggest that instead the game automatically switches a production worker to a miner to solve the deficit.
If you end the turn without setting a production order, production is lost. I'd like to suggest production is automatically set to Trading Goods in that case.
Same issues with not setting a research order, but that doesn't an obvious solution besides forcing the player to select a tech before they can end their turn.