Reply to Thread
Results 1 to 5 of 5

Thread: Better Product Manager

  1. #1
    Pathfinder
    Join Date
    Apr 2012
    Posts
    1
    World
    Newfoundland

    Better Product Manager

    Hey how about to make changes in Mayour house. For a present moment when we click on it we can see how much of log, coal, bronze fish and so we have. But it could be very useful to have tab about how much of good produced in a minute and how much used. Like Coal Produced 4 in a minute; Used 5 in a minute. So we understand, that we need to reorganize something. Like to build more or demolish some other. And another suggestion to have ability to control how much of some goods we may store on storehouse.

  2. #2
    Forum Explorer
    Join Date
    Nov 2011
    Posts
    319
    World
    Newfoundland
    All storehouses act as a central store so there's no real need to have stuff in different storehouses.
    Not sure I for one would like a whole list of figures when I click the mayors house either. If I see something going down, I look at the production chain and alter it. Too many figures will just over complicate it.

  3. #3
    Pathfinder
    Join Date
    Apr 2012
    Posts
    1
    World
    Northisle
    well yeah a figure on how many recourses of a kind that you're producing/using every minute/hour would be really helpful for min/maxing to make sure that you don't stockpile too much and still doesn't run out. or say if i need more coal to be able to substain what i currently have then it would be nice of it to tell me. so i can get more mines/cokers and if more cokers more woodcutters and more planters.

    something that would also be nice were if you could scale production of a facility.like say slow them down so they produce less/hour but the cost per item could potentially be lower or in terms "overclock" a building to produce faster but with a higher consumption per item. to use if you are in great need of say weapons then you could overclock your weapons smiths to 200% but then not only does the consumption/hour rise but consumption/item so say bronze swords would then also cost 300% of normal price ergo 3 copper bars and 6 coal. to make it something you should only do if desperate.

    or say tune down the production in order to not undermine other buildings so day slowing production down to 50% would make each item cost less but take longer. of course the numbers should be worked on. to a reasonable degree but you get the idea.

  4. #4
    Forum Explorer
    Join Date
    Nov 2011
    Posts
    319
    World
    Newfoundland
    or we just monitor it for ourselves and if we have too much we turn production off and then back on? There really is little need for complex figures in a game this simple

  5. #5
    Original Serf
    Join Date
    Mar 2012
    Location
    Scotland
    Posts
    16
    World
    Northisle
    a simple way to get around the problem of how would you show if your producing/not producing would be to add a up or down arrow next to the resource like if your producing a lot of coal you could have a arrow stacked on top of another one to represent this if your producing more than used but not a lot you could have a single arrow. and the same for if your under producing

Reply to Thread

Similar Threads

  1. Replies: 2
    Last Post: 24.02.14, 15:43
  2. NPC Manager
    By Mantakno in forum Game Suggestions
    Replies: 3
    Last Post: 19.11.13, 20:21
  3. new trade tab - sorting by product bug
    By Prince in forum Bugs & Technical Issues
    Replies: 14
    Last Post: 18.10.12, 20:54
  4. new trade tab - sorting by product bug
    By jollyfog2012 in forum General Discussion
    Replies: 1
    Last Post: 11.10.12, 07:37
  5. What is the best product to trade for gold?
    By Deorum in forum Game Questions
    Replies: 3
    Last Post: 03.09.12, 10:19

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.