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Zentrino
All worlds
26 Feb 2020 18:43Link
I have countries set to have all automation turned off. This should mean they never build anything (corps, schools, hospitals) and they never order anything (ammo, country supplies). But they do. They continue to build corps and hospitals in some cases. Granted these countries have very low indices but the setting doesn't say "don't build unless the index gets too low." Supplies is whole other issue. They don't even have to be in the red. The countries just keep ordering supplies.
Is there a way to shut off ALL automation? if I run the country into the ground, then that's what happens.
On another note, why do fully active weapons move to inactive if I move them into a space station and back out? I accidentally moved active jeeps into a space station and turned all inactive and now I can't build supply units. If units in space stations count as active using ammo and costing in defense, why would the
Is there a way to shut off ALL automation? if I run the country into the ground, then that's what happens.
On another note, why do fully active weapons move to inactive if I move them into a space station and back out? I accidentally moved active jeeps into a space station and turned all inactive and now I can't build supply units. If units in space stations count as active using ammo and costing in defense, why would the
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Daniel Iceling
All worlds
27 Feb 2020 06:07Link
Zentrino,
Simcountry has several different kinds of automation.
1). Optional automation that you can turn off in the automation settings. These are largely intended for people that don't wish to do a lot of micromanagement.
2). Hidden automation, such as educated professionals, demoting to basic workers, when there is a worker shortage. This represents the actions of your citizens.
3). Safety and protection automation. If a country is at risk of entering into a failure state, such as very high unemployment, low indexes, low stockpiles of goods the country needs, regularly losing money, etc. Then a variety of automation systems kick in, to prevent the country from collapsing beyond repair.
The automation you are experiencing is in the third category. Probably triggered by your low indexes. It will disable, once you have your country back in a good state.
Automatic ordering of goods that t
Simcountry has several different kinds of automation.
1). Optional automation that you can turn off in the automation settings. These are largely intended for people that don't wish to do a lot of micromanagement.
2). Hidden automation, such as educated professionals, demoting to basic workers, when there is a worker shortage. This represents the actions of your citizens.
3). Safety and protection automation. If a country is at risk of entering into a failure state, such as very high unemployment, low indexes, low stockpiles of goods the country needs, regularly losing money, etc. Then a variety of automation systems kick in, to prevent the country from collapsing beyond repair.
The automation you are experiencing is in the third category. Probably triggered by your low indexes. It will disable, once you have your country back in a good state.
Automatic ordering of goods that t
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Zentrino
All worlds
27 Feb 2020 08:12Link
I'm trying to destroy the country. I don't need help fixing it. My countries are fine. You could look on FB at raid 1 through 11. A true raid involved squeezing every penny from the country before disbanding it. The low indices and supplies are purposeful.
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Lord Mndz
All worlds
27 Feb 2020 20:30Link
Actually units becoming innactive after moving them to country from space station is very annoying.. this reduces the attacked country ability to defend. Also weapons at space center use the same amount of solders like the active weapons, but when you move them to the country they become innactive and number of solders is reduced suddenly.
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Johanas Bilderberg
All worlds
27 Feb 2020 22:55Link
I agree Mndz.
Ill add I don't think defensive weapons should have a penalty applied.
If anything you should be able to move any defensive weapon directly into service in an emergency.
Ill add I don't think defensive weapons should have a penalty applied.
If anything you should be able to move any defensive weapon directly into service in an emergency.
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Zentrino
All worlds
28 Feb 2020 00:51Link
The attacker can plan the attack for weeks, moving weapons in and letting them slowly reactivate. (Automatic reactivation still does not appear to be working correctly). The defender doesn't know anything until the attack is declared and then has one or two days to respond.
The number of units reactivated each month should be more dependent on your population than on the number of weapons. if I have 500 people available to reactivate the weapons, it doesn't matter if I dump more weapons in. I can still only use those 500 people. Availability of high level workers and managers maybe? I don't want to make it more complicated though since I don't like the feature anyway, so maybe not.
The number of units reactivated each month should be more dependent on your population than on the number of weapons. if I have 500 people available to reactivate the weapons, it doesn't matter if I dump more weapons in. I can still only use those 500 people. Availability of high level workers and managers maybe? I don't want to make it more complicated though since I don't like the feature anyway, so maybe not.