Quality?
Moderator: moderators
To ensure I understand this correctly:
If I have a mine producing iron ore at quality 3, requiring inputs of power and water, does the water and power count as inputs of quality 0, thus meaning the quality of the iron ore is:
(0+0+3)/3=1?
Or are the water and power not counted at all, thus meaning the quality of the iron ore is 3?
Thank you for all your help.
If I have a mine producing iron ore at quality 3, requiring inputs of power and water, does the water and power count as inputs of quality 0, thus meaning the quality of the iron ore is:
(0+0+3)/3=1?
Or are the water and power not counted at all, thus meaning the quality of the iron ore is 3?
Thank you for all your help.
In the second version of the game it was very hard for beginners to find a branch to start with, as lots of average qualities in the shops were at aprox q25 and nobody was in need of any products from q0 - q5...firda wrote: You got it. Do not ask why it is like that, accept it. That is the game.
So the programmers decided to implement some products which should offer the possibility to every newcomer to begin with these branches.... that's the reason why stones, water and power cannot be researched.
Furthermore it was much easier to achieve higher quality levels, e.g. steel q50. With the new calculation (having also water etc. in this calculation), it will take a longer time to get such higher qualities, meaning it will also be easier for someone who begins later on to have his products in the required average quality for the shops....
That makes a lot of sense, I like that.
I also have an idea based on one from a capitalism sim I played a while back.
I suggest making time to reserach variable based on the research everyone else had on the product. So if you were the very first to research Q20, it would take a while and a lot of money. But if your competitors were all at Q30, then getting Q20 wouldn't take very long. This way it's easier for new players to catch up. The older players will still have the lead, but the newbies won't be stuck down at q0 for too long.
And besides, it's not hard to discover fire when your neighbor has a butane lighter.
I also have an idea based on one from a capitalism sim I played a while back.
I suggest making time to reserach variable based on the research everyone else had on the product. So if you were the very first to research Q20, it would take a while and a lot of money. But if your competitors were all at Q30, then getting Q20 wouldn't take very long. This way it's easier for new players to catch up. The older players will still have the lead, but the newbies won't be stuck down at q0 for too long.
And besides, it's not hard to discover fire when your neighbor has a butane lighter.
