Cancel Project


Guys,

In the planet Details screen you can review what buildings have been built on the planet and how many BCs it costs to maintain each. If you click on, say, Manufacturing Center you get the option to "Cancel Project". What does this do? Does it destroy the building and if you want it back you have to build it again or does it turn the building off until you click on it again and (supposedly) choose "Resume Project" or something to this effect? Anyone know? Thanks.
401 views 17 replies
Reply #2 Top
:( :( :( :(

Thanks :( :( what a stupid design decision... yet another one :sniff!: :sniff!: Hey, I recall Caesar 3 (a very old game). There too it cost you to have industries operating primarily in that your limited workforce would be spread thin and understaffed industries would operate very inefficiently. But you had the option to turn a factory (or whatever) on or off thus redistributing your workers who would then look for work elsewhere. How simple and USEFUL is this?
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Reply #3 Top
Would the game be improved if you had to stop and switch off every manufacturing centre in your empire any time you set your research to 100%, to save on maintenance costs?
Since all the alien empires have the same problem, it seems perfectly fair the way it is. Although I would like an option to, say, destroy every Planetary Defence in my empire, rather than having to do every one by hand whenever I culture flip an alien world.


~SDC~
Reply #4 Top
Yes. Your suggestion is a good one. Just like you can say "All planets building no ships should now build ship XYZ" you should be able to turn off all manufacturing facilities on the planets that are not building anything to save on maintenance/salaries/wages, or whatever.
Reply #5 Top
You just forget one thing when you build something it should required maintenance to keep it operating like for example an emabssy, would be only useful to turn it off if you don't have any allien civilization to deal with it, but if this happens you already won the game. The only way that I would destroy the embassy would be if I am at war with everyone else, then I don't need the embassies, or if there is only another race left and I am at war with them, then would be useful to destroy the embassy, but that would affect the morale of your planet, so it is kind of hard decision to make, but at the end of the game could save you some bcs.
Reply #6 Top
I was not talking about embassies. I was talking about facilities whose bonuses/abilities I do not need at the moment. Hey, (to address one of the above replies) it would, indeed, be tedious to go to every planet and turn off all Neural Nets one at a time, for example. But often times all you need not to lose money is + extra 30 BC per turn. Many structures cost as much as 5BC per turn to maintain. SO, instead of DESTROYING six of such facilities and then spending BC on rebuilding them later I want to be able to temporarily turn them OFF to save 5BC on each (5x6=30). Can't anyone else see how useful this would be?

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Reply #7 Top
It would be nice to have that kind of option, sort of lay off switch for particular kind of facilities, but I don't think that it is included in the new Xpack, would be nice do, like trying to get your planets to produce the same thing at the same time, like you do when you are building ships, just give the command and switch every planet to build a particular facility.
Reply #8 Top
It could indeed be useful, but I don't see it as a particularly desirable feature.... If you don't want to be coughing up 5bc/turn in maintenance costs, don't build that structure. There are other ways to get your morale up or to improve your production capacity.
Reply #9 Top
It's maintenance. If you don't pay it, it falls apart--metal parts rust, the banners of your embassy are eaten by mice, and so on. Why is this unrealistic?

Sure it would be useful, but I don't see it increasing the fun of the game in any way.
Reply #10 Top
How would it be 'useful'? Assume the AI knows when to switch off its own thing - you would still be equally well off, relatively speaking, but with a lot of extra mouse-clicking to do every game. And in many ways it would be unrealistic. For example, the (admittedly overpriced) Planetary Defense structure, you would keep switched off all the time except when an invasion was likely. A shipyard only makes a difference on the turn you complete a military project, so you'd want to keep it switched off on all other turns.
I think a lot of the things you can't do in GalCiv add to the strategic choices you have to make. You have to take such things into account when you're making your long-term plans, allow for your inability to micromanage.
I do feel, however, that there too many buildings in the game whose maintenance cost is so high it just isn't worth building, ever. VR centre, Info Net, Neural Net, Orbital Hospital, most of the defensive structures... They drain your precious money and they add practically nothing because what little bonuses they provide are capped anyway.



~SDC~
Reply #11 Top
It's maintenance. If you don't pay it, it falls apart--metal parts rust, the banners of your embassy are eaten by mice, and so on. Why is this unrealistic?

Sure it would be useful, but I don't see it increasing the fun of the game in any way
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well i can say i disagree with that.... anyone else find it annoying that when you finish the tech tree to go through hundreds of planets and destroy research buildings?? It is not fun spendin an hour doing that. A global destroy function would be good, or maybe we could add a list (kind of like a governor list) that has certain buildings on them, and when you have a planet with the given building, that building is destroyed. This will also help with worlds that culture flip to you.

An example:
Building list has the following buildlings on it:
Planetary Defense
Star System Defense
Omega Defense System
Virtual reality Center
Medical Center (im not sure if thats its real name)
News Network
Re-Education Center
.....

So, any world i flip with those buildings will immediatly destroy those buildings, saving me a good 20-30 BCs a turn. Now, if i finish the tech tree, i could add the tech buildings to the list and my plnaets would destroy them, saving me probablly a good 200-500 BC's.
Reply #12 Top
Black Shade, I was referring to the "turning on/off maintenance" idea, not the global destroy idea. I have nothing against a global destroy.

anyone else find it annoying that when you finish the tech tree to go through hundreds of planets and destroy research buildings
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Haven't you usually won by that point? Why would you keep playing?
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Reply #14 Top
I mean, by the time you manage to finish the tech tree, haven't you already managed to reduce the AI to a couple worlds in the corner somewhere? I've never had a game that was still competitive by the time the wormhole techs came around, let alone Beyond Human.
Reply #15 Top
I mean, by the time you manage to finish the tech tree, haven't you already managed to reduce the AI to a couple worlds in the corner somewhere? I've never had a game that was still competitive by the time the wormhole techs came around, let alone Beyond Human.
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yeah.... most of the games its me and 1 or 2 civs who have very few planets. But i mean by the time i get down to only 1 or 2 techs to choose from, im carrying a lot of maint. costs from worlds i get from the AI and as the game goes on, my spending bar usually goes from about 80% to 20% in about 20-30 turns as i take over most of the AI's crap. It would just be nice to have something where we could have a global destroy function to get rid of certain buildings and avoid those extra maint. costs.


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Reply #16 Top
You can always add more realism to a game. At some point you have to draw a line. Okay, suppose they add a way to "turn-off" a facility without destroying it. Next someone will want a way to run it at half capacity, or maybe add a new slider control. These may or may not be useful options, but to classify their ommission as a "stupid design decision" is not fair.
Reply #17 Top
or maybe add a new slider control. These may or may not be useful options, but to classify their ommission as a "stupid design decision" is not fair.
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I agree that the “realism” line has to be drawn somewhere. But I disagree that it is better to destroy than to turn off buildings you don’t need at the moment. The game turns are measured in months. It takes decades for abandoned manufacturing facilities to deteriorate to a degree where they are no longer salvageable. Point is that if you destroy a building you have to build it again. Many buildings take a very long time to build and cost lots of BC. Destroying stuff to save some BC is a BAD decision and am sticking to it. I see absolutely no reason why it would not be better to be able to turn something off for a month or for a year (12 turns) or whatever and turn it back on if you need it.