Carry forward on shields to next unit

denyd

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When building a 40 shield unit in a city with 30 shields of production, once the unit is complete, the extra units are lost. If the citie continuies to build the same unit, the overage should be applied to the next build. However, if the build selection is changed, the shields should be lost.

On a similar topic, switching builds should cause a 50% shield loss penalty, until a certain tech is achieved, then the penalty would be reduced to 25%.
 
Hmmm... it would be more "fair" on the higher levels... but probably too much of a crutch at Regent and below... Maybe you could soften it a bit if the shields were allowed to be carried forward only for duplicates of the same build (City Swordsman>Swordsman) and the like...
 
Im pretty sure thats what he meant by "if the city continues to build the same unit"

I like the idea, the 25% loss when switching builds would add such a new touch.
 
or more reasonable in my opinion would be to have the extra always carry over and give a discount if you build another of the same unit
 
The carry-over of shields is something pretty natural in my view. If a unit/building only needs 10 more shields to completion and the city produces 20 per turn, that means after 1/2 a turn the unit/building is complete and a new construction can be begun. Because you can only change build orders once per turn, I think the easiest way to organize this is by allowing the 10 remaining shields to be assigned the turn after completing the first unit/building. So your new construction starts with 10 shields in the production box.

The same should apply to food and research.

This change would also make a simple form of tedious micro-managing useless (where you try to make your 19 shield per turn city into a 20 shield per turn city so that it can produce spearmen in 1 turn instead of 2). Thus making the game more "fun" without making it less strategic.

Also the AI would benifit from the change as a human can always micromanage better than an AI.
 
@Roland Johansen: Agreed. This would also finally release me from my task of seeing if I can lower the science-slider but still get the same turns. Its tedious, but something that greatly improves your civ. Having the science cross over to the next tech would eliminate this and give me peace.
 
Originally posted by illphil
Im pretty sure thats what he meant by "if the city continues to build the same unit"

I like the idea, the 25% loss when switching builds would add such a new touch.
Scout <--- Opening mouth, inserting foot...
 
Call me a masochist, but I actually like the micro-management to a certain degree. IMO, it adds to the strategy: you choose to balance food vs shield production anyway, and the lost shields are another factor to weigh-up.

I prefer strategy over realism anyway. ;)
 
People after my own heart. I agree with both research and shields being carried over. Civ2 had carryover of research and the AI had carryover for shields so this really should not be a problem to program in.
 
On second thought I like the idea of always carying over.
Like many other possible rules maybe it shuold be an option in the preferences screen so that you could choose how you want it to be.
Maybe that would be too much programming to make almost everything able to be turned on/off
 
Originally posted by ainwood
but I actually like the micro-management

like micromanagement!?!

shut it up you
:p
 
Would it make sense to only have carry forward apply to building the same unit, ie: a bonus because the production line wouldn't have to tear down and setup for a new unit?

I also think there should be a penalty for build switches? Maybe 50% shield loss, with the number reduced if commercial or as a specific tech (Engineering/Replaceable Parts/Recycling) is discovered.
 
Carryover should be in Civ4, agreed.
The penalty could be 50% of shields (as accumulated in the building queue) for switching from buildings to units and vice versa, but only 25% for switching from one unit to the other, or from one building to the other.
There should be something like a 10% rebate, if you are building the same unit in consecutive rows (since you expect to face rationalisation effects)
 
There would have to be a few extra restrictions to eliminate possible exploits. For example, say i have a city that has 40 shields per turn. I could disconnect it from resources and build warriors. After 1 turn, I have 30 shields carryover. If there is not penalty or discount and I build another warrior, then the next turn I have 60 shields carryover, and so on: I can accumulate more and more shields. After doing this for a large number of turns, I could switch to building some improvement or wonder and have enough shields to complete it instantaneously (even if there's a 50% or 25% penalty for switching).

So you'd need to be prohibited from carrying over shields to start wonders, or it would create another mechanism for pre-builds. And pre-building of improvements could happen this way, too (although that's less of a problem).
 
I agree, Judgement. The carryover should last only one or maybe two turns. Two turn idea is to lessen the blow of Wonder races. The worst part of Civ3 that I have faced is being one or two turns away from a GW and then having another civ finish it leaving me with the option of Knight or something as the most expensive item that I can build. It has gotten to the point that when I am building a wonder, I usually want to have some alternative if I get beat out by the AI (often a Cathedral or something).
 
Carryover could be optional, thereby pleasing masochists like ainwood and the rest of us 'normals' :P ;)
 
rcoutme: If you build your wonders in the non-capital city you can switch to a palace, try to get the science for another wonder and switch to that. That will help prevent shield loss.
 
Judgement said:

There would have to be a few extra restrictions to eliminate possible exploits. For example, say i have a city that has 40 shields per turn. I could disconnect it from resources and build warriors. After 1 turn, I have 30 shields carryover. If there is not penalty or discount and I build another warrior, then the next turn I have 60 shields carryover, and so on: I can accumulate more and more shields. After doing this for a large number of turns, I could switch to building some improvement or wonder and have enough shields to complete it instantaneously (even if there's a 50% or 25% penalty for switching).

So you'd need to be prohibited from carrying over shields to start wonders, or it would create another mechanism for pre-builds. And pre-building of improvements could happen this way, too (although that's less of a problem).

When I saw Judgement's post, I suspiciously questioned whether he had found a true exploit in Denyd's proposition, so I created four tables and graphed a curve. Let me explain them, or just set your browser to skip to the words, "END OF MATH RANT". Four cities (one for each table) build Warriors and accumulate shields to be spent on a Wonder. To negate overly complicated math, we will assume these cities neither grow nor shrink.

In Table 1, Athens produces 80 shields per turn.
Code:
                     [Table 1]

Turn |    Judgement's exploit     | Without exploit
---------------------------------------------------
   1 |  1 Warrior  +   70 shields |   80 shields
   2 |  2 Warriors +  140 shields |  160 shields
   3 |  3 Warriors +  210 shields |  240 shields
  10 | 10 Warriors +  700 shields |  800 shields
  25 | 25 Warriors + 1750 shields | 2000 shields
---------------------------------------------------
Efficiency ratio: 87.5%
In Table 2, Thebes produces 40 shields per turn.
Code:
                     [Table 2]

Turn |    Judgement's exploit     | Without exploit
---------------------------------------------------
   1 |  1 Warrior  +   30 shields |   40 shields
   2 |  2 Warriors +   60 shields |   80 shields
   3 |  3 Warriors +   90 shields |  120 shields
  10 | 10 Warriors +  300 shields |  400 shields
  25 | 25 Warriors +  750 shields | 1000 shields
---------------------------------------------------
Efficiency ratio: 75%
In Table 3, Kyoto produces 25 shields per turn.
Code:
                     [Table 3]

Turn |     Judgement's exploit    | Without exploit
---------------------------------------------------
   1 |  1 Warrior  +   15 shields |   25 shields
   2 |  2 Warriors +   30 shields |   50 shields
   3 |  3 Warriors +   45 shields |   75 shields
  10 | 10 Warriors +  150 shields |  250 shields
---------------------------------------------------
Efficiency ratio: 60%
In Table 4, Rome produces 20 shields per turn.
Code:
                     [Table 4]

Turn |     Judgement's exploit    | Without exploit
---------------------------------------------------
   1 |  1 Warrior  +   10 shields |   20 shields
   2 |  2 Warriors +   20 shields |   40 shields
   3 |  3 Warriors +   30 shields |   60 shields
  10 | 10 Warriors +  100 shields |  200 shields
---------------------------------------------------
Efficiency ratio: 50%

The_Worth_of_Judgement::s_Exploit.GIF


Legend:
1 = Athens
2 = Thebes
3 = Kyoto
4 = Rome

END OF MATH RANT

For you math haters who are still with me, I will spell out what this means: If you want to build a Wonder that costs 1000 shields ASAP, and you don't need a big heap of Warriors, then you'd best ignore Judgement's "exploit" and just build the Wonder normally. It's more efficient.

IMHO, Denyd, I think you have a fine basic concept here. Having unused shields added to the next build order is a simple and sensible idea.

Big penalties for switching build orders midway, if done wrong, can spoil the fun for many players. Frankly, I think a small change on Civ2's game mechanic would do fine. Here's how I would have it work:
Code:
SwitchBuildOrder Subroutine(ByValue PreviousBuildOrder as BuildOrder,
                      ByReference NewBuildOrder as BuildOrder)
   If (PreviousBuildOrder was a Unit)
      And (NewBuildOrder is an Improvement Or a Wonder) 
         Then Do BuildPenalty Function(NewBuildOrder)
   ElseIf (PreviousBuildOrder was an Improvement)
      And (NewBuildOrder is a Unit Or a Wonder)
         Then Do BuildPenalty Function(NewBuildOrder)
   EndIf
End Subroutine

BuildPenalty Function(ByReference X as BuildOrder)
   New Constant ShieldPenalty = 0.5

   X.ShieldsAccumulated = 
      X.ShieldsAccumulated - (ShieldPenalty * X.ShieldsAccumulated)
End Function
For all you people who don't study computer programming, I meant this. Apply a Penalty to any switched build order in which the new build order is of a different type (types meaning either Unit, Improvement, or Wonder), except in one instance: The Penalty is not applied when the previous order was a Wonder.

Wonders are so incredibly expensive to build, it's a big disappointment when the player is one turn too late to complete it. That's why I want no penalty from switching a Wonder build order to a less valuable type (Unit or Improvement).

Though I personally suppose a 50% Penalty is good, it should be left to Firaxis, the Beta testers, and any third party chosen by Firaxis to decide on a final Penalty for switching build orders in Civ4. Oh, and suggestions from you people would be fine too, I guess. ;)

(end of mega post) :cool:
 
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