Suggestion: Show an alert for unprofitable buildings

My suggestion is to put one of those "top of screen" alerts when a building is "unprofitable", ie. revenue less material, power, and fuel costs is negative. I find that constantly having to check how profitable my buildings are feels like busywork, and I would much rather have to the game tell me there might be a problem and I have to decide what to do about it rather than "am I paying enough attention to my buildings".

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Reply #1 Top

Might cause a wave of unuseful noise with some information nuggets here and there. Profitability changes a lot, and there may be strategic reasons for production beyond current profit.

I regularly check the build list, where I can see current expected profits. No huge effort.
To grasp current state of affairs in one, I'd need e.g. a count at each building, color coded for profit.

EDIT: After further thought I think the information is probably useless anyway.

Example: company produces water and food, both sell at rather high market prices, but food makes no "profit" as calculated water cost is so high.
So should food production be razed? probably not. It is the refinement needed to reap profits on the market without destroying prices.
Similar consideration is probably true for other refinement buildings as well. Crude material profit is usually high at the start, then fluctuates a lot.

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Reply #2 Top

I think you had a good idea here though. While you are right the information would be annoying if you purposely keeping "unprofitable" buildings, it would be nice to have a better visual clue other than mousing over to find out if a building is in the red or not.

Pop-up NO

Passive visual clue YES

Reply #3 Top

This doesn't really take into account the difficulty of determining the true profitability of a building.  If a price is artificially high due to a stockpile, something may seem to be profitable when it really isn't.  And how should power factor in?  If debt is not an issue, it shouldn't, if it is . . . The current approach of giving the raw data based on the current situation and leaving you to determine what that means is more difficult, but more accurate.

Reply #4 Top

You could check the option "turn off unprofitable buildings" in the gameplay options. 

Reply #5 Top

@Faressa: Those are valid and well reasoned points. I guess I want some sort of nudge that maybe I should look at it, rather than explicitly having to go check. My definition of not profitable is possibly over simplified though and will be too noisy.

@kingmorgan: I didn't see that setting. Regardless, it's not quite what I want. I don't want them unconditionally turned off. I may be deliberately running an unprofitable building to turn debt into cash, or I may decide that it's only temporarily unprofitable, or I may want to keep it running while I sell inputs to buy outputs thereby making it profitable again and getting some "instant production". Or maybe I just want it running for strategic reasons so that I'm not forced to pay whatever the market price is later when I need the output.