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Way of predicting the usage of resources

 
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Way of predicting the usage of resources - 12/13/2020 8:43:57 PM   
dycu

 

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Joined: 11/30/2020
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I've just discovered that I need to keep a pile of materials to be able to feed all the cities that are going to build something next turn. Is there any way to know how much do I have to keep at the end of the turn?
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RE: Way of predicting the usage of resources - 12/13/2020 9:10:09 PM   
Twotribes


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From: Jacksonville NC
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I just work on getting as large a stock pile as I can of each material. It only tells you what you used last trn with either a negative to show you used more then you produced or a positive or = sign if you used less then you produced.

(in reply to dycu)
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RE: Way of predicting the usage of resources - 12/13/2020 9:23:17 PM   
springel


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From: Groningen, NL
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Go to Management -> Assets, and press the Extend button.

There you see a detailed resource administration per Zone. There is a Preview button that tries to predict the situation on each asset. Look for yellow or red numbers, that is where you will have shortages.

You can fine-tune by throttling some non-vital assets to redirect their resources to the critical ones.

(in reply to Twotribes)
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RE: Way of predicting the usage of resources - 12/13/2020 9:27:55 PM   
dycu

 

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So can I assume that if SHQ DELV in this preview tab is white they'll receive what they need for building assets?

How would you throttle these less viable resources?

It would be nice to be able to see a summary of this predict tab for all cities at once.

(in reply to springel)
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RE: Way of predicting the usage of resources - 12/13/2020 10:01:35 PM   
springel


Posts: 363
Joined: 1/2/2005
From: Groningen, NL
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quote:

ORIGINAL: dycu

So can I assume that if SHQ DELV in this preview tab is white they'll receive what they need for building assets?

How would you throttle these less viable resources?

It would be nice to be able to see a summary of this predict tab for all cities at once.


Throttling can be done from the management screen and from the map screen, by selecting an asset and setting it to 75%, 50%, 25% or to mothball it completely in the bottom or side panel.

For a consolidated view of your whole empire, I already file a request in the Suggestions forum :-)

But usually a few zones dominate your production, so solving their problems will get you a long way.

(in reply to dycu)
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RE: Way of predicting the usage of resources - 12/13/2020 10:03:27 PM   
dycu

 

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Joined: 11/30/2020
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Yep I almost can predict now if what I have is sufficient. Thanks for reporting the idea for the sum up, it would be super useful :)

(in reply to springel)
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RE: Way of predicting the usage of resources - 12/14/2020 1:31:39 AM   
Uemon

 

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You can go dig through interfaces, but with enough practice youll basically develop a "feel" for it; at this point im rarely digging for actual numbers and just going with the flow.

(in reply to dycu)
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RE: Way of predicting the usage of resources - 12/14/2020 2:00:27 AM   
Philo32b

 

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I keep a running tab on a pad of paper. I have a heading of "M" (metal) and "IP" (sometimes adding "Machines). Click on "Reports" --> "Overview" --> "Construction Overview". This shows all your active construction. It would be amazing if this totaled up what you would need for the next turn in metal, IP, etc., but it doesn't. So I click on the first one, and it takes you to the asset being constructed, below. Most of the time you can tell what it will need just from the asset card face, but if not click on it to see the details of what it needs each turn for the level of what it is building. I add those amounts to my running tab for the turn and then go on to the next asset. (I.e., university, hospital, and vidcom station = 600 metal this turn).

When I am done, I compare that to what was delivered from zones to the SHQ the previous turn. (Hover over the resource in your "SHQ Inventory Bar," on the left of the screen.) This is a conservative number, since each zone has kept what it thinks it needs for the next turn (and you can see that if you need to using springel's method). But that's fine for me, since I want metal and IP to grow while I build anyway, so I can build units and buffer as well.

(in reply to Uemon)
Post #: 8
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