It'd be convenient to have threshold be able to set
threshold according to what the sector needs for
production at the next update. For example, a new gun
factory requires three seperate threshold commands to
establish proper thresholds. It also requires the user to
use the "prod" command to know what that sector will
want.
Instead, I envision threshold doing something like this
instead...
4,-4 is currently a highway but is becoming a shell
factory. After the next update, optimal levels for
production will be 800 LCM and 400 HCM.
threshold optimal 4,-4
4,-4 old LCM threshold 0 new 800
4,-4 old HCM threshold 0 new 400
This would require some rewrite of how threshold works.
Threshold will have to predict what the production
requirements will be _after_ the update, and set
thresholds appropriately for all commodities that it will
need. This is a significant change to threshold.
But, it would reduce some of the micromanagement of
establishing new sectors or changing sectors to meet
new demands, such as population increases.
Imagine the incredible utility of doing this...
threshold optimal #0
Tada...all your thresholds for realm #0 for the update
after this next one are done. Tell me that wouldn't be
VERY useful! :-)
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Could be done in clients.
Not radical enough. Radical idea: sensible behavior by default.
A threshold is either a number selected by the player, `off' (no
distribution) or `auto' (new). Default is `auto'.
An `auto' threshold means distribution exports all products and
imports materials to use up estimated work. Note that this
needs to
look only one update into the future.
Tada, you don't have to do `thr opt *' all the time!
Even more radical: do another round of distribution just before
production. `Auto' thresholds import enough materials to use up
actual work. This should also do the right thing for
harbors, air
fields and headquarters. Other thresholds don't import. No
exports.
This trivializes planning a bit, but it sure is handy.
Same could be done for food distribution, and to move excess
populace
to sectors with space.
Another idea. Currently, players have to fool around with
materials
or populace to limit a sector's production. Silly. Let
them tell the
sector how much to make. Combines nicely with auto thresholds.