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"publishedAt": "2026-03-12T00:39:25.000Z",
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"nihues"
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"textContent": "> > I miss the stockpile info and production info on the industry window, what's max? It's more like ECS with \"upgrades\"? or it's 65k max and a fixed production? I like more in the ECS style with that type of info, saw some industries with and some without.\n> Edit: I've read the docs again and found the stockpile and production answer, clever use, but could be added somewhere ingame for easier understanding.\n>\n> I haven't looked at ECS in more than 10 years, could you elaborate a bit more what sort of info you'd like to see directly in game? The stockpile is simply 64k and that's that. Industry production then simply scales by what is currently stockpiled - the bigger the current stockpile, the bigger the current production.\n\non ECS there are stockpile info like this:\n\n\n\nBut as I've read more the docs, I think it's fine not having ingame as it's standardized, on ECS it's all different for each industry and very strict/low when not upgraded, but could be a plus (think not everyone will read the docs) to add the max stockpile and that it uses 10% of it per time to produce, so more stock, more output.\n\n\n> Hmmm Oil Wells grows endlessly? I'm trying to find a max production... but still growing (with 80% station rating), down to 450y stock.... maybe it could be improved like add electricity to grow more (or some cargo derived from oil?) and work like coal mine, 2-3 upgrades, then need something to grow more, or just cap to some max.\n\n> At the moment oil well production can grow up to I think 64k per 256 ticks. Same for some other primary industries like ports. It only depends on how fast you can transport the produced cargo. Mines are optionally limited/capped depending on the availability of explosives, but that does not make sense for oil wells I think. A generic \"engineering supplies\" like FIRS is exactly what I don't want here, but I agree that not having a limiting factor is also odd. I see a few possibilities here: a) Adding an option to the set to simply limit the maximum production. b) Figure out what cargo may be required as supply, e.g. machine parts from the metallurgy extension (which are technically engineering supplies...). But then again: What do you do when this extension is not enabled? Similarly, without the production boost extension mines also have no limiting factor other than your transport capacity (with the \"realistic\" economy there's some more factors at play at least for coal and iron ore mines, but that's also not a generic solution). c) Change the way the industry reacts to transportation, e.g. you have to keep up the transport rating for x months and only then it increases e.g. twice a year at most. Right now the industries are rather quick in adapting their production levels, this might not be everyone's cup of tea.\n\nI really think it should have a limit for gameplay, without any input at least, with input will be really hard to max anyway, I would just use the max output (like coal mine) as the upgraded output without any input, if playing without extensions, that's it, simple, if want more, use extensions (I would never play without all on anyway).\n\nUsing 64k max per tick without limiting makes the game rely on only 1 raw industry, no need to have N mines/oil on map if you can use only one, I think it's not good for gameplay (and not very realistic too). The most important factor is if it's \"unlimited\" it will be endless game to add more trains/throughput over time, just for one raw industry and will go to all other industries that depends on it, and that's not really realistic or good for gameplay, as if forget to add more trains, ratings will decline and raw material will be lost... (that to me is annoying on a limited quantity stock) , I was testing with 42 daylengh and had to use a double track almost full of just oil trains to maintain station rate, normally I just use 1 or 2 and that's it, I think was on 8 trains already... and it kept growing (9.5k month now), stock already down to 300 years.... so not sure if it's good for gameplay this way, or it will be a get all that raw material and move to next raw industry game instead of use many raw industries as input, limiting max output without any input. I would add input to oil (machines are ok for me but can be anything related) or just limit to 1 higher tier then mines without input and stop there.\n\nOn ECS oil wells have a max output and no way to get boost, on Oil Rig, you can send pax to get boost (but pax is not that good with cargodist), so maybe only on oil rig having boost with machinery could be interesting, or both to give an early boost too. And all mines/farms have some boost.\n\nThen we have ports.... that probably need to follow the same style/rules, with input to upgrade output and limit maxed mats without any input.\n\nECS stockpile and input use are very clever, but clunky for gameplay and hard to master as the inputs quantity varies and are very hard to master (some input uses a lot per month, some (boost input) use very few and tend to get full stockpile fast) and ultimately it gives a lot of variation on industry output that it's a little annoying as each upgrade almost use all the input per month, with your way of thinking/doing it's way more stable and predictable which I think is a very welcome change on this set for gameplay.\n\nI will just sending feedback as I see more, but use it at will and your the head of it, if not interested on change, i'm ok with that, it's just some ideas that I think it's more interesting for gameplay (and/or realistic) as the current version. As Argus said, I think this version is very good as it, but could use some fine tuning, it has potential to be one of the best sets out there, with unique (well new/fresh at least) mechanics.\n\nStatistics: Posted by nihues — 12 Mar 2026 00:39\n\n* * *",
"title": "Graphics Releases • Re: GIST - German industries set",
"updatedAt": "2026-03-12T00:39:25.000Z"
}