View Full Version : Unit Costs: increasing
Zeekater Nov 22, 2004, 10:26 AM Instead of having it always take the same amount of time to build a unit, perhaps it the cost could grow as you build more.
This then also factors in that you have to replace equipment/men in wounded units, so it takes longer to build another new one.
What ya think? :)
The Last Conformist Nov 22, 2004, 02:45 PM Sounds complicated, and I'm not really sure of the realism - is it really more than twice as expensive to equip 200,000 men than 100,000, given that you've got the manpower?
tmarcl Nov 22, 2004, 02:47 PM It's true. In reality, the more of something you produce, the less it costs overall to produce it (mass production). If anything, costs should go down, not up.
eromrab Nov 22, 2004, 02:53 PM and that would be horrible for the little guy ;-)
frekk Nov 22, 2004, 02:54 PM Units could cost population like workers. You'd have to totally rework population though.
Spatula Nov 22, 2004, 02:57 PM Units could cost population like workers. You'd have to totally rework population though.
Which has been endlessly discussed in a recent thread so let's not bring it back up again...
I see no point in changing the current system.
eromrab Nov 22, 2004, 02:58 PM yeah... i concur.
Licentia Nov 26, 2004, 07:09 PM It's true. In reality, the more of something you produce, the less it costs overall to produce it (mass production). If anything, costs should go down, not up.
Interesting... Maybe we could commit the city to build 5 of the same unit, then the build time is less but... then you can't get out of even if you want to. Eh.
Xerol Nov 26, 2004, 07:15 PM Which is a cost for an advantage. Advantage: Cheaper units. Cost: City is locked in for several units. Makes sense.
Licentia Nov 26, 2004, 08:59 PM Which is a cost for an advantage. Advantage: Cheaper units. Cost: City is locked in for several units. Makes sense.
But what real disadvantage do you get being locked in while you build 5 military units? Your city is not going to be in danger. Well, you'd get some small disadvantage but very little. What would be nice in the game is if we could just tell it to build 3 of this unit and then it builds them and then when done it pops up and says what now?
sir_schwick Nov 27, 2004, 10:15 AM But as organizations grow in size, they do not grow at a linear rate. However, in regards to trianing, that is not a factor worth adding to Civ 4. In RoN the incremental unit cost increases were designed to punish players for trying to only research one or two unit types and spam with them.
Spatula Nov 27, 2004, 12:27 PM What would be nice in the game is if we could just tell it to build 3 of this unit and then it builds them and then when done it pops up and says what now?
Erm.....isn't there a 'queue' function already? Not that I use it.
Licentia Nov 27, 2004, 03:14 PM Erm.....isn't there a 'queue' function already? Not that I use it.
I've played 3 games of Civ3 in the last year. Sorry if there was and I forgot. :confused:
eromrab Nov 27, 2004, 03:23 PM there is a queue function... can go up to 10... haven't figured out how to "unqeue" without having to replace it with another thing... oh well... it works though :-P
Spatula Nov 27, 2004, 03:31 PM Mind you it still asks if you want to change your mind when it finishes one of the items in your queue - or at least that's what my memory says. But again, there is a way round that. Just click in preferences 'build previously built unit'. Although that makes it so for EVERY city, and not just the one. Looks like we'll have to grin and bear it.
eromrab Nov 27, 2004, 03:41 PM it doesn't prompt me when it's queued... as long as there is another item afterwards...
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