Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
  Enter the Game

Automation questions

Topics: General: Automation questions


Wednesday, February 26, 2020 - 06:43 pm Click here to edit this post
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 they shut off when moved out of the space station? It doesn't make any sense. Maybe you can argue this is for war so you can't dump in a bunch of offensive weapons and use them in the middle of war. But defensive weapons? Things that are not even really weapons (like jeeps)?!
Btw, the reactivate all weapons automation does not work correctly. I keep having to manually do it.

Daniel Iceling

Thursday, February 27, 2020 - 06:07 am Click here to edit this post

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 the country needs, can never be fully disabled. Basically, people will always buy what they need, you can't just tell them to stop.

On the issue of military equipment.

'Active' represents equipment that is ready for deployment immediately. The soldiers are there, they are fully trained, the tanks/planes/trucks are fueled up and ready to go.

'Reserve' is equipment that needs some time to get ready, it's still part of your armed forces, and still requires some maintenance, so it's not 'free' to keep equipment in reserve. But it does cost less ammo, workforce, and maintenance good upkeep. It still has soliders that train with it, but not as many as it would need to be immediately ready for battle.

By moving equipment into a space center, it's stored in a way that means it's not immediately ready for war. So it is moved to 'Reserve'. To become battle ready again, it will need to be moved back to 'Active' readiness.

PS. it's much easier to help you, if you post the name of your country, and the world on which it is based.

Signed President of DanNation on LU


Thursday, February 27, 2020 - 08:12 am Click here to edit this post
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.

Lord Mndz

Thursday, February 27, 2020 - 08:30 pm Click here to edit this post
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.

Johanas Bilderberg

Thursday, February 27, 2020 - 10:55 pm Click here to edit this post
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.


Friday, February 28, 2020 - 12:51 am Click here to edit this post
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.

Add a Message