you should not have to guess how much ecodamage is going to be caused by completing a genejack factory, and guess as to whether some workers or crawlers should be reassigned.
What this simply means is that drone riot checks should be done FIRST, before population growth or industry builds. Similarly, ecodamage checks should be done FIRST, before population growth or industry builds. Or better yet, the checks should be done at the END of the current turn, instead of at the BEGINNING of the next turn.
Earthmichael, I think I understand what you meant, but I think your language is imprecise.Sure, I get plenty of warning. I open the base operation status (as I do at the end of each of my turns before I hit end turn); if any of the cities are red, I take measures to correct the potential riot situation before I hit end turn.
If start-of-turn checks for drone riots occur before pop growth checks, then there's a turn delay in occurrence of the drone riot. But you still wouldn't get any warning.
Earthmichael, if there are times when you do not see a base in danger of a drone riot, and then next turn you get a drone riot, then you are not getting a warning. And if that is the case, simply putting the drone riot check before the pop growth check isn't going to give you any more warning.
E.g., on at the beginning of turn t the game check for drone riot is negative. Then pop growth check is positive so base grows. The next drone riot check is at the beginning of turn t+1, it's positive, drone riot happens, no warning.
1. I would argue that the order of checks IS a bug. For example, if I build a factory, do I gain the production benefit on the same turn I build it? Of course not. It only affects next turn production. So why should I suffer ecodamage for resources that I have not even gained yet?
2. The micromanagement issue is very serious, BUncle pointed out. It is not so easy to figure out which cities are at the limit of drone suppression, especially if you have no talents.
Also, there are some circumstances that can result in as many as 3 new drones between turns.
And ecodamage is way too complicated to try to calculate and mitigate ahead of time.
3. You get the benefit of population and production on the turn after you get them anyway. All we are talking about is moving when the drone riots and ecodamage checks occur, nothing else.. Everything else is going to behave as it always has.
The only thing that would change is that if you were build a drone suppressing facility, and were planning on it suppressing the current drones, you would have to plan differently. Fortunately, that is easy to do. Just look at the city screens, and do something to deal with those which are red before you end the turn.
4. I do not think this needs to be parametized. I can't imagine anyone who would want to play any other way than moving the checks first. So if one can move the drone riot and ecodamage checks first, before anything else is done, that would be perfect.
I agree. The check for drone riots should come after growth and effects from new facilities/projects.Nexii, the actual check for drone riots already comes after growth and effects from new facilities/projects.
Does the same bug benefit for Golden Age (i.e. the Golden Age is checked after new facilities/projects/growth)? Probably minor and on a tangent, but something to consider. (Edit: ITT, oh well)
Typo, I meant before :P. I had 'after' in my mind as that's how it is now. Anyways besides the UI reasons, it just doesn't seem logical that population just born can riot in the same year.
I am pleased to announce that this will be an option in version 2.1 of my patch. However, there are a few caveats:
1. It will be based on the state of your empire at the beginning of your turn, rather than the end of the previous turn. That means that if an enemy probe team destroys your rec commons, you might get unplanned-for drone riots. I think this will enhance the game anyway, by making for more interesting approaches to such things.
2. A base can also be affected by what happened earlier that turn in another base. Usually the effects of this will be positive; the only exceptions I can see are:
-Scrapping (voluntarily or not) ecological facilities will affect clean minerals in later bases.
-The Bulk Matter Transmitter, Singularity Inductor, and Manifold Harmonics will affect ecodamage in later bases. So three times in a game (at most) you'll have to do a more careful calculation for ecodamage (though for Manifold Harmonics to have an effect on production means that you've got good PLANET anyway and probably don't particularly mind having more fungus).
-I'm not sure, but the Planetary Transit System might rarely cause drone riots in later bases by instantly growing them from size 1 to size 3. This also will remain.
3. If it's set to "what you see is what you get" mode, then if you save or load in the middle of the base sequence, it will cause bugs. Of course, things get fairly buggy when you do that anyway, so it should be an acceptable price.
How about this:
radial button under game preferences:
X Supply crawlers limited to number of bases.,
X Copters 2 attacks per round.