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(2 edits)

Auto-trade doesn't seem to work? I had manual trades active then those timers ran out. But I had auto-trade active before they expired. It's been auto-deducting it all the whole time so these trades cannot be inactive.

I think Auto-Trade tried to just deduct the whole cost of the contract over again when it expired. But if it's going to do that, then what is the point of the per-second auto-deduction?

*edit* Can confirm that Auto-Trade is double-dipping and will fail if you don't have the resources in reserve. It's better to just buy up front.

It's a result of too much information being not useful. The contract cost is activation only, there's no per-second consumption. It's just people didn't know if they were actually producing enough to have trades constantly on, so they asked me to add phantom consumption on the resource screen. It doesn't actually consume it, it only shows the average consumption per second.

You can actually see that if you switch off all your produciton for valuables, the number you have in stock will not decrease.

Also FYI, all red number on the production screen are not necessarily ACTUAL consumption, it is consumption IF everything is consuming as it should. For example, your troops want to consume 1K/s food and 1K/s iron. You produce 1K/s food and 0.1K/s iron. The red number will still show -1K/s for both food and iron, even if in reality you consume only 0.1K/s of each (since that's the bottleneck). Previously it was showing actual consumption, but then it was confusing, how come I go increase my iron production and suddenly my food consuption spikes 10 times.

(3 edits)

It should maybe just consume the resources per second then? What's the use case for sitting on a stockpile and not just consuming it up front to add to the timer? The stockpile won't actually let you get high enough to cover the costs of autorenew. I was making enough per second but my stockpile would only get high enough to pay for one of the contracts, so the others would fail.

I adjusted my rate to overproduce to keep the stockpile high enough, so I'll see what happens when I roll over the next contracts.

(+1)

The idea was to have it mechanically different from the other screens.

If it was doing per-second consumption, there would be no difference between this, and simply adding another produciton building. Whether it's a good implementation or not is up to the debate, but I thought that it should be at least different.

On top of it like this, it's the only place where the size of stockpile actually matters, since for some contracts you would actually need to bump up the production to reach the required stockpile size to initiate the trade in the first place (as you mentioned in your post). So it adds a bit of diversity to the routine.