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Old January 25th, 2001, 10:32 PM
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LintMan LintMan is offline
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Default Re: Emergency Build - Unfair

I'd rather not see emergency build negatively effect happiness levels.

As I see it: if you want to double production in real life, you'd add a second shift, not make everyone work 80 hrs/week. But even for overtime, that means extra $$$$ for the workers, and I know lots of people that just _LOVE_ working overtime, for the extra cash at a higher rate, so I don't see overtime as a negative happiness thing. Instead, I see a second shift or overtime as cost factors.

I'd like to see emergency build not turn limited at all, just cost-based. So it would cost, say, 50% extra per turn to run in emergency build mode - so you'd pay 3x the cost for 2x the production, but you could do so for as long as you wanted (and could afford). In other words, for a planet with 2000 production per resource, emergency build would produce 4000 per resource, but cost 6000 per resource (with the extra 2000 lost as overhead). In reality, 50% extra cost is way too high, but for game balance, it might be OK or even a bit low. (Maybe 100% overhead would be more balanced in the game?)

To reform the build process further, I wouldn't allow free swapping of in-construction items. Anything currently being built would have to be scrapped (returning a % of it's total paid cost) before a new item could be substituted in. Also, leftover production when an item was completed would be applied to the next item on the queue. Lastly, space yard facilities wouldn't effect the production rate for units or facilities - just ships. Perhaps a new facility could then be made that only effected facils and/or units.



[This message has been edited by LintMan (edited 25 January 2001).]
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