ThisNameIsTooLo
Emotion Lord
- Joined
- Sep 14, 2012
- Messages
- 213
One thing that has always bothered me with the Civ series in general is how regular units and buildings will take decades, even centuries, to build. In that huge gap of time, your city won't get any new military recruits or bonuses to city output.
I've always thought that, for example, building a Library involved relatively quick construction of a storage space and a considerably slower gathering of literary material over the years to pack the shelves. I would think that a 70% completed Library would have more than half of its wings constructed and ready, with less than a third of its shelves still empty. Don't you think that, from what's been completed so far, the city should be receiving +0.35 Science for every citizen?
I'd like to have it so that, when you are constructing a building (not a National or World Wonder), the building provides a fraction of its effects to the city based on how complete it is. And yes, I think it should be possible to stop construction partway and get the partial bonuses from the building. After all, who is to say that a Library must be built to a certain size before it can be considered useful? Perhaps this particular Library is completely constructed, just 30% smaller.
The same goes for military units. If it takes 15 turns to train a Pikeman unit, then surely after 12 turns there would be some soldiers available for use. For this aspect of production, it would be nice to have the unit appear one turn after production starts, but with its HP capped to the percent amount by which it was built.
Here's how it would work. Say you're building a Warrior, and it takes 10 turns to complete. After 1 turn, a Warrior unit capped at 10% HP appears in the city. If it stays in the city, each subsequent turn will raise its HP cap by an additional 10%, until finally it reaches 100% strength. On the other hand, if the 10% complete Warrior moves out of the city, the city will produce a new Warrior unit at 10% max HP next turn.
Just because you end a unit's production prematurely doesn't mean its potential is stunted forever. It would be possible to move a unit into a tile occupied by another unit of the same type, if their combined completeness is less than 100%, and merge them into a unit of combined completeness. For instance, a 40% complete Musketman can merge with a 30% complete Musketman and result in a 70% complete Musketman. (Though I'm not certain whether units should still be allowed to heal through fortification.)
I've always thought that, for example, building a Library involved relatively quick construction of a storage space and a considerably slower gathering of literary material over the years to pack the shelves. I would think that a 70% completed Library would have more than half of its wings constructed and ready, with less than a third of its shelves still empty. Don't you think that, from what's been completed so far, the city should be receiving +0.35 Science for every citizen?
I'd like to have it so that, when you are constructing a building (not a National or World Wonder), the building provides a fraction of its effects to the city based on how complete it is. And yes, I think it should be possible to stop construction partway and get the partial bonuses from the building. After all, who is to say that a Library must be built to a certain size before it can be considered useful? Perhaps this particular Library is completely constructed, just 30% smaller.
The same goes for military units. If it takes 15 turns to train a Pikeman unit, then surely after 12 turns there would be some soldiers available for use. For this aspect of production, it would be nice to have the unit appear one turn after production starts, but with its HP capped to the percent amount by which it was built.
Here's how it would work. Say you're building a Warrior, and it takes 10 turns to complete. After 1 turn, a Warrior unit capped at 10% HP appears in the city. If it stays in the city, each subsequent turn will raise its HP cap by an additional 10%, until finally it reaches 100% strength. On the other hand, if the 10% complete Warrior moves out of the city, the city will produce a new Warrior unit at 10% max HP next turn.
Just because you end a unit's production prematurely doesn't mean its potential is stunted forever. It would be possible to move a unit into a tile occupied by another unit of the same type, if their combined completeness is less than 100%, and merge them into a unit of combined completeness. For instance, a 40% complete Musketman can merge with a 30% complete Musketman and result in a 70% complete Musketman. (Though I'm not certain whether units should still be allowed to heal through fortification.)