quote: when there is not enough resources to use all build power at a given priority, all build power is reduce proportionally. |
Nanoframes with priority get resources first. In each of the three priorities, they are given proportionally though. Example:
[Spoiler]
If you have +10 income, 5 BP on a high priority thing, 5 BP on one medium priority thing, 5 BP on another medium priority thing, and 500 BP on a low priority thing, then the high priority thing gets 5 and each of the two medium things get 2.5, the low prio thing gets 0.
quote: I think it should prioritize: Starting nano frames. |
Starting nanoframes doesn't cost anything so there is little point prioritizing it because you don't save anything by having them available earlier. You also don't want to leave your previous project unfinished.
quote:
Projects that have a higher manual priority |
Already supposed to happen. If it doesn't, make a bug report.
quote: Energy generating buildings when energy is depleted. (increase energy income if that is the limiting factor) Metal generating buildings when metal is depleted. (increase metal income if that is the limiting factor) Build power when excising both metal and energy. (increase build power if that is the limiting factor. When excising this consumes 100% of build power assigned to it anyway...) Projects that require the builder to move before starting the next project, or don't have a next project. (movement consumes build power without using resources.) Projects that are more complete. (projects are useless unless they are finished.) |
This would create a very opaque system, which makes it harder to control. Most of the above aren't really true (for example building more buildpower makes sense when excessing both, but maybe you already have enough builders and some are just idle; things may be useless unless finished but if you deprioritize expensive stuff it will never finish). Maybe it could exist as a system which toggles manual priority on things (which is still opaque, but at least then the UI shows what priority things are and mechanics are kept simple). I think it would be difficult to make a system that works well enough to become the default but an option that could be improved incrementally sounds fine.
quote: repair should be low priority as it does not consume metal |
Repair should have controllable priority. It is currently tied to regular build priority though because most of the time you have more energy than metal so this doesn't really require any consideration in practice. Maybe cons should have energy-only (misc) priority, but then that's UI clutter, idk.