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"BG added a formula into the mechanics that essentially negates the quantities listed on each production facility. This affects resource gathering as well as production quantities. As soon as I complete new gathering facilities I can see the demand raise a % point just about equal to the new amount I am taking in. It almost makes building new facilities pointless in my opinion.
An example of how it affects Electricity: I built a Dark Energy Power plant and it produced over, 1,100,000 MW. Now some years later it only generates 679,335 MW. At the start of game, Petrol generated 312,827 MW, it now only generates 99,900 MW.
As you can see, the stat cards change over time based on the formula. They are no longer static/fixed. I dislike this mechanic very much, but BG has indicated they have no plans to change it back."
Here is the full Steam thread if you want to read more;
https://steamcommunity.com/app/314980/discussions/0/3428846977645878666/
Essentially, the more you build the less it produces. This was a dev decision I have never agreed with, nor liked. But it is something you will need to factor when building. There is a thread on the BG forum where one facility is supporting the entire world. The player conquered everyone, scrapped all but one of the test facility. The internal scripts/code simply changed the world wide production of the single facility to meet demands.
I have never had any issues to profit from building new facilites playing DRC in 2017 start or later to sucessfully grow my economy. Starting with no consumer good production and building a single facility greatly increases your revenues. So probably building new facilities is simply shifting global market shares in favor of the builder? This would not be such a poor game mechanic, because to sell something you always need someone to buy it, don't you?
You can actually gain productivity through new technologies. Though the real answer to your problem would probably be that they bring back an efficiency system like in SR 2010 where you spend more or less money depending on how much efficiency you want in your industries. Meaning that you can produce more with a smaller number of industries at a higher cost or build a larger pool of factories to lower that cost when you have sufficient ressources. That also make expansion more expensive has you have to manage an ever growing number of factories that produce less because they're not loyal to you. You can even research for ultra efficient building that can sometime lower the cost of production because you can build one giant factory (that's really expensive), but that allows you to get rid of 17 factories that all in all cost you more to maintain then 1 expensive factory. It's a bit cartoonish though, so there's probably a better way to do it. They could also use road and train network to increase to productivity of a factory by making the supply level influence how much a factory is producing.
Then again, maybe they have a better idea than this. I'm not a dev who worked on this game for 4 years, but the system right now frustrate me, because I don't that much about profit, but I care a lot about managing efficiently production.