OneArmedMexican wrote:I really didn't mean to belittle your work or the challenges you face. From my (admittedly limited) knowledge about modding AGE games, it appeared to me that implementing the change I proposed should be possible with an acceptable amount of work. But I may be wrong.
I know... but usually, we tend to underestimate what we do not understand (I said WE, not you )... really, if this change could be done in 15-20 minutes... do you think we will not implement it?
Really, we agree on one thing... it IS needed... so, let's hope we can implement it soon...
OneArmedMexican wrote:You misunderstood me here. I am not talking about the projected output of a new factory (although that would be interesting, too). I am talking about the amount of ressources the new factory will need to stay operational (i.e. to avoid being shut down).
If I want to know how many ressources the factory will produce, I can simply place it and cancel the building process immediately if its output is too low for my taste.
No, I understood what you meant... I was just exposing an example of something that ALSO sounds "quite simple", but it isn't.
Why you cannot know in advance what a coal mine produces in the building screen?...
What you say, is more or less the same problem... the input cost depends on many factors that are inside the faction definition... to know the exact input cost we will have, we need to check them all and inform the player properly in advance.
Do a simple example, remove FOW and check the coal mines on GBR... then check the ones on RUS ...
In an ideal world... we would have all these three things implemented already... in the real world... we didn't had time yet ... priorities... too much priorities!