Ques? Who needs em?

Seipienti

Chieftain
Joined
May 22, 2010
Messages
3
Really, in the real world, do we have a huge swarm of construction workers that all work on the same thing? No. What we have is some working on some things, and others working on other things, at the same time. What I suggest is that we can specify a percentage of production to go to different buildings, making them all at the same time. The same thing with research, have a percentage on different techs.
Comments?
 
gameplay>realism.
This would make the game to confusing and complicated.
 
The way cities works in Civ4 this suggestion would be totally useless, there is nothing to motivate players from splitting production.

Say you want to build a harbor and a colosseum (80:hammers: each) The city is producing 10:hammers:/turn. So if you split 50/50, then you get both done after 16 turns. Now, if you instead build the harbor first at 100% you'll get that after 8 turns and can enjoy the benefits from it. The colosseum will not finish after another 8 turns - exactly the same as if it was build from the beginning with a 50/50-split.

You'll need to come up with something that rewards players for splitting production.
 
I dont like the idea, because it reminds me to an exploit in civ1 or civ2, iirc.
In civ1 or civ2 ist was possible to boost a wonder with caravans - the ai had hardly a chance to build a wonder, so was I was happy when this possibility was abolished in civ3
 
There needs to be some sort of diminishing returns built into Civ anyway, such that it no longer makes sense to throw 100% effort into Research at the cost of Culture, Espionage, and Gold. They tried to do this in earlier editions of Civ with Research % limits, but it wasn't terribly useful because there wasn't a diminishing returns system, only a cap on Research %.

A similar system could work for city production, except it would be tedious to do if city production remains separate per city. If it's pooled before being doled out, then it's not so tedious; instead it makes sense.

But what would make more sense would be if there were some sort of production or bonus toward specific things. We have this in a very limited form when we choose between building units, buildings, or Wonders (Imperialistic trait?), and also when we choose to build Markets and Libraries and Harbors. Certain kinds of production are improved.

A slightly different system would be having buildings that simply build certain types of things only. Like the Courthouse and the Shrine and Specialists all build something specific (EPs, Gold, and whatever the Specialist is). Building a Harbor might contribute Hammers towards other sea-based industries, perhaps eventually building them all by itself without you ever putting them in your queue.
 
The most solid idea along these lines would be having absolutely separate production for units and buildings, requiring different food/gold/hammer resources (sounding a bit like total war more and more though). Still, if, say buildings and some other things ran off of hammers, and military units required food + a gold investment (empire wide, from your treasury) then a dual/multi-queue system could be possible. But as it is, splitting production makes no sense for reasons very aptly given - you almost always want one thing first and then the other, rather than both later at the same time.

Regarding research - I've long thought the game needs significantly more reasons for investment in gold/simply non-research. The new research system is very up in the air, trading is even gone too, but in civ IV terms I would have research bleed over/balance out between civs somewhat more, making it harder for one to get an extreme lead in equitable circumstances, but increasing the importance of monopolies. Then naturally turning the slider to gold though would provide more direct and immediate benefit to your empire and your empire alone.
 
Ooo! Monopolies! Very good idea. I liked the way it worked in the Civ Boardgame; you'd get a ton of money from monopolizing a resource. (You could do it in M.U.L.E. too, but only for food, and not in every game.)

You know what? I should make a whole new post now because this idea is so freakin' cool!
 
Really, in the real world, do we have a huge swarm of construction workers that all work on the same thing? No. What we have is some working on some things, and others working on other things, at the same time. What I suggest is that we can specify a percentage of production to go to different buildings, making them all at the same time. The same thing with research, have a percentage on different techs.
Comments?

i would be in favour for that, in this way:

You could have building, 1 project/building/wonder and 1 unit (military or civilian)

But you couldn't have say 12 military units building at once, or 12 buildings, i'd be in favour of that.
 
Actually building multiple units at the same time could be useful: it allows you to put production into units without actually getting any built, which means they don't cost support. Sort of an exploit though, but it follows an army reserve system.
 
There could be a limit to "how fast" units and buildings could be constructed, meaning that extra production is wasted unless you're simultaneously building something else. In terms of buildings / units production split, that's probably a good idea. But they shouldn't be derived from the same hammer pool, if you have 500 hammers / turn in a city, you should have 500 hammers for building production AND 500 hammers for unit production. But if you don't take advantage of one, you don't "gain a bonus" on the other.
 
What should be done, is that if more than 75% of a city's hammers are spent on one thing, there will be some decay, based on how much of the production capacity is used for one construction. Using 100% for one building has the most wastage, 20%, effectively only allowing you to use 80% of the hammers produced by your city. Here is my idea that will help persuade people to split production.
 
I dont like the idea, because it reminds me to an exploit in civ1 or civ2, iirc.
In civ1 or civ2 ist was possible to boost a wonder with caravans - the ai had hardly a chance to build a wonder, so was I was happy when this possibility was abolished in civ3

It was definitely in Civ 2 but I won't call it an exploit, it was part of the game. Contrary to you I loved the Caravans. I believe it was a great way to secure the Wonders you absolutely had to build.
 
What should be done, is that if more than 75% of a city's hammers are spent on one thing, there will be some decay, based on how much of the production capacity is used for one construction. Using 100% for one building has the most wastage, 20%, effectively only allowing you to use 80% of the hammers produced by your city. Here is my idea that will help persuade people to split production.

But what about this?
 
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