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general request for F11

Posted: Wed Nov 02, 2011 5:28 pm
by yellow ribbon
only an open point for future (if time allows it):

i would really appreciate a third filter option in F11, addressing all structures [color="Red"]that could be upgraded [/color](with possible costs involved in a popup window maybe)

one extra filter please for F11

Posted: Sat Nov 12, 2011 9:35 pm
by Cohnman5
It is difficult to micro manage the F11 screen. I would like to turn off all unprofitable businesses that are losing 7 pounds or more. If I had a button to do this, it would make the game easier, better, and faster. :D

Posted: Sun Nov 20, 2011 3:24 pm
by StephenT
A couple of other suggestions:

A filter that lets you show only deactivated businesses.

Businesses that are still under construction should be marked somehow - perhaps a pick and shovel symbol superimposed over them, or just text "Under construction" - so you don't try to activate them each turn.

Posted: Sun Nov 20, 2011 3:45 pm
by yellow ribbon
"A filter that lets you show only deactivated businesses."

this was solved in the economic mode. there its is shown in the upper bar where you got a number and a in game text which farms, mines and factories are closed.


"(...) turn off all unprofitable businesses"

such a filter would be pure luxury.

i saw changes in prices from 4 to 21 for some goods. this is not related to demand and supply but to the technologies researched from the player giving the AI additional stocks.
the AI exports depending on the security amount of stocks, as lower the security amount, is set, as more goods in the world trade, as lower the price.

so, in many situations the margin already does not work as an indicator, neither would a numerical threshold extending this idea.

it can happen that the final good in the chain has a lower price than the input, but without work population gets angry and given that trade needs ships, capital and technologies giving you higher chances to buy/sell, you can see plenty of situation when the opportunity costs not to produce is that high, that shutting down production is no alternative.

additionally, in very small economies you cant get lost between many structures and/or dont have the means to import and in very developed economies there is that much PC and influence that everyone loves to sell to you as much as possible and own production can be shut down totally for entire series of months , so it is too when the player does not buy up all goods after the technological related additional stocks...

false rounding effects are only a overkill within this design.

i made a lot of explanations about it, with some statistics about the number of goods compared to total trade/demand/production in most developed economies

Posted: Tue Nov 22, 2011 4:11 pm
by StephenT
yellow ribbon wrote:"A filter that lets you show only deactivated businesses."

this was solved in the economic mode. there its is shown in the upper bar where you got a number and a in game text which farms, mines and factories are closed.
It would still be a lot quicker and easier to filter them in the F11 screen then turn them all back on again from there at once, than have to search round to find each individual factory one by one the way you suggest.

(I'm assuming, say, that all your half-dozen textile factories ran out of wool simultaneously and turned off, but next turn you bought 30 cotton from the US and can turn all of them back on again.)

Posted: Tue Nov 22, 2011 5:27 pm
by lodilefty
StephenT wrote:It would still be a lot quicker and easier to filter them in the F11 screen then turn them all back on again from there at once, than have to search round to find each individual factory one by one the way you suggest.

(I'm assuming, say, that all your half-dozen textile factories ran out of wool simultaneously and turned off, but next turn you bought 30 cotton from the US and can turn all of them back on again.)


So, in F11 turn filter for all off (button exists), then turn on Input filter for Cotton. (or output filter for textiles)

Posted: Tue Nov 22, 2011 5:46 pm
by yellow ribbon
well, i divided the request in two topics:

1.) the desired information is given on screen anyway

2.) "then turn them all back on again from there at once"

if it is a problem caused by lack of resources rather than systematical planing, F11 is useful like lodilefty described it...

but seriously, i dont understand your problem:

F11, the-would-be-filter, on/off would be three clicks right?

F4 (MAYBE in between: change to second page) and existing left click / right click in the second row on the specific resource has the same effect, thus three clicks either, maximum of four...

i did it all the time, for automatic reactivation after strikes does not work properly in all cases and i use the F4 ledger at least every third turn...

as i said, for me, F11 is only useful for upgrades, the rest is pure luxury....