View Full Version : What about City producing two (several?) things at once?
RCL Aug 29, 2005, 03:16 AM Firaxis said that there will be no production transfer anymore, but the amount of work invested in every improvement will be preserved. Why not allow the city produce several things at once, then? In practice, however, I think that no more than two production slots make sense (there won't be enough hammers for more, I guess, and the interface would become overburdened).
It could also help in cases where your city has enough output to produce several units in a single turn (e.g. a capital with population 25 is producing, say, Artillery). You could double your production by using two slots at once, then.
Could be that second (and maybe the third?) slots should be unlocked only after you have researched Industrialization and/or accumulated large enough population in that city.
FieldMarshall Aug 29, 2005, 04:05 AM Well, this could work. But then again you could also do this to start working on several wonders all at the same time. That just wouldn't be fair.
RCL Aug 29, 2005, 05:18 AM Well, this could work. But then again you could also do this to start working on several wonders all at the same time. That just wouldn't be fair.
Why isn't it fair? How is it different from starting working on several wonders in several cities?
In fact, starting working on two wonders in the same city is utterly BAD idea, because
1) You effectively halve the production rate of those wonders so two other civs that dedicated a comparable cities for one of wonders each can accomplish them faster.
2) Your risk to get your production stalled because of riot (or its analogue in Civ4, whatever it is) is effectively doubled (the city of 24 has more unhappy faces than two cities of 12 because all city improvements like Temple etc aren't doubled).
3) You risk to lose two wonders at once if enemy is threatening that city.
apatheist Aug 29, 2005, 11:29 AM We have been told that you can pause and resume production of a specific item. We have also been told that excess hammers from one project will roll into the next one. That is functionally identical to being able to having two build queues, with the exception that it doesn't necessarily allow for two items to be produced in the same turn.
Che Guava Aug 29, 2005, 11:34 AM Maybe you could mod a city governor to switch between two projects every turn. I still think it wouldn't give you much of an advantage...
FieldMarshall Aug 30, 2005, 11:14 PM Maybe you could mod a city governor to switch between two projects every turn. I still think it wouldn't give you much of an advantage...
Well, if you do that, it would in fact take longer to build something. For example, if you wanted to build two tanks (same cost each) with your idea, production shifting between the two every turn, then it will take twice as long to build each tank. Even though they will be finished at the same time, if you would've just built one tank at a time, then they'd be deployer quicker.
Che Guava Aug 31, 2005, 08:01 AM That's just my point: building two things at once won't give you much of an advantage anyways, so whywould you do it?
RCL Aug 31, 2005, 09:24 AM Sometimes your city has enough shields to produce, say, two workers in a turn. It's for cases like that.
EDIT: also sometimes your city can produce Infantry every 2 turns, but with two slots it could make two in 3 turns (due to more effecient 'shields' usage, where the overproduced shields aren't wasted).
Goombaz Sep 14, 2005, 05:29 PM That's just my point: building two things at once won't give you much of an advantage anyways, so whywould you do it?
I can answer that dead simple. Lets say London produces 50 Hammers, and lets say a knight costs 25 Hammers. Well, you could make two knights at a time. Literally they would both pop out at the same exact time.
warpstorm Sep 14, 2005, 05:50 PM Couldn't a build queue and carry over handle this better?
Krikkitone Sep 14, 2005, 07:06 PM Yeah it'd be far more efficient for the user if this was simply a queue
Turn 1
City produces 50 hammers, 20 hammer knight is under production...1 knight produced, 30 hammers left..what is left in queue...nothing so governor repeats last unit..a second knight is produced 10 hammers left...what is left in queue...nothing so governor repeats last unit..
Turn one ends with one knight under production (10 hammers in 20 hammer box) and 2 new knights
Splitting production is ONLY useful if there is a limit as to how much you can put into X in one turn.
Robi D Sep 14, 2005, 07:55 PM That's just my point: building two things at once won't give you much of an advantage anyways, so whywould you do it?
It wouldn't be useful in wartime, when you need units popping out quickly, but i can see it being helpful in peace time, when your building city improvements like a university and hospital. This would minimise the time switching production at all the different cities so you can focus on other things.
apatheist Sep 14, 2005, 09:48 PM It wouldn't be useful in wartime, when you need units popping out quickly, but i can see it being helpful in peace time, when your building city improvements like a university and hospital. This would minimise the time switching production at all the different cities so you can focus on other things.
How is that any less work than setting up a build queue and configuring the interface not to show a build popup for a city if its queue is not empty?
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