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I really don't understand

Posted: Thu Jun 16, 2011 11:25 am
by allan_boa
I many cases, when I want to build something, an industry for instance, or place a colonial item in a region, the color code is green suggesting me that I can build/place the item. But when I release the item, it says that it is not valid because, for example, I lack money. So why was it green coded ? to lose my time and irritate me or is there a better reason ? thx.

Posted: Thu Jun 16, 2011 1:51 pm
by Zap Brannigan
I had this frustration as well for a while. When you select the industry the green areas show where you can normally put it but when you drag it over the map all areas that have an increased / penalty cost (for rough terrain etc) change to a lighter shade of green / brown (not good at colours).

If you can't afford the increased cost for building in a mountain area it changes colour. When you select it in the interface it only allows for the basic cost not the increase, as far as I can see.

Posted: Thu Jun 16, 2011 7:14 pm
by allan_boa
Let's hope this aspect of the game will be improved in a later patch because this is very confusing and yes, frustrating. However the game looks great so far !

Posted: Thu Jun 16, 2011 7:23 pm
by allan_boa
For example, in the attached pic it is clear that all my attempts fail. But why the hell did the game let me place all these missions to reject them during the end-turn process? and why was it indicating a green color on the region saying it's OK? This is absurd. It's a loss of time and a severe frustration. Hope this will be fixed soon ...

Posted: Thu Jun 16, 2011 8:09 pm
by willgamer
allan_boa wrote:For example, in the attached pic it is clear that all my attempts fail. But why the hell did the game let me place all these missions to reject them during the end-turn process? and why was it indicating a green color on the region saying it's OK? This is absurd. It's a loss of time and a severe frustration. Hope this will be fixed soon ...


Actually, I can kinda understand why the game can't tell you ahead of time if you are going to have enough money.

How would it know if you ordered these projects and then bought troops or structures that then caused a shortage?

There IS a known problem that Pocus is working on for the next patch with projects being rejected for reasons other than money.

Are you checking the F4 screen, in the money and capital columns, to be sure you will have enough funds AFTER the structure costs that are paid as the next turn begins?

Posted: Thu Jun 16, 2011 8:17 pm
by allan_boa
Well, I was assuming that the computer was making the checking for me [ie. the green color] and would allow me to build on;y if funds are/will be available. This is why we have computers, to do the work for us and have an easy life. No ?

Posted: Thu Jun 16, 2011 9:01 pm
by willgamer
allan_boa wrote:Well, I was assuming that the computer was making the checking for me [ie. the green color] and would allow me to build on;y if funds are/will be available. This is why we have computers, to do the work for us and have an easy life. No ?


No.

This game leaves the risk/rewards of how you spend you money up to you.

Again: "How would it know if you ordered these projects and then bought troops or structures that then caused a shortage?"

The AI cannot predict what else you are going to spend in the turn (or undo spending). :blink:

There are lots of moving parts to the PoN economy. :happyrun:

To manage it well you must build up and monitor reserves. :)

Posted: Fri Jun 17, 2011 3:00 pm
by Pocus
Is this with 1.01f, the situation should have improved (again) with this patch. If you get a weird cancellation case, I'm interested in checking it to clarify the problem (need current turn and backup1)