Well, not really. As whoward69 pointed out, the issue isn't lost production at the end of the current build. The "problem" being addressed in this thread is the current "one thing at a time" build system. Whether or not it's actually a problem depends on your play style I suppose. As a builder, I tend to put off military production during peacetime and then end up getting DOWed because I have a weak military for too long. A split system with sliders would allow me to allocate production based on my priorities without completely putting off the production of units or trying to micromanage the queue. Yes, I could buy a unit but that assumes I have enough gold to do so. IIRC, Civ5 doesn't currently have the conscription option that came with Civ4's Nationalism civic, although I've seen a tag for something like that in the unit XML.
The one glaring problem that we haven't discussed is how you would allocate bonuses. There are a number of bonuses that apply only to certain build types but currently affect the total of the city. You have policies and traits that give a bonus for wonder production but not buildings and units. You would have to code a split system so that the unmodified for the city was split out before applying the bonus to the individual build type. Could get complicated.
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