cracker
Gil Favor's Sidekick
Since Firaxis is looking at the options of adding some extra improvements small wonders, I feel that the option to deal with the late game shield waste should be included.
The wasted sheilds lost when you miss the oppostunity to build a great wonder are part of the risk of the game strategies, but undeclared general production waste really gets out of control in the mid to late game such that literally hundreds of shields go "poof" each turn.
1) Add a small wonder or improvement, that would probably be available in the early industrial age, that will let the player save the excess shields from producing one unit or improvement and apply them toward starting the next unit. Theoretically a city producing twenty shields should be able to produce a worker in one turn and leave ten (10) shields in the production box to apply to the next priority. This would deal with the integer waste issue that is rampant in the mid-game. Integer waste is the effect where you have cities that may produce 29 shields but need to produce a 10 shield worker. The excess 19 shields is just wasted. In the ancient age, integer waste usually only averages between 1 and 2 shields per unit or per improvement. By the time you reach the tech range of banking and astronomy this waste averages 3 shields per unit or improvement. In the industrial and modern ages the waste can be as high as 20 or 30 shields per unit or per improvement. Even if this wonder is not put into the standard game, the code option should be there because of the severe impact this problem really has on undeclared waste.
In a semi related area:
2) Add a small wonder, that would probably be available in the medieval age, that will let you save the excess food production units in excess to current population growth and carry it forward in the granary. This effect would only add to cities with granaries and would have much less impact than the shield integer waste problem because food production is often just a few grain units above the population consumption rate. Even if this wonder is not put into the standard game, the code option should be there because of the hidden waste impact that this problem has if you do not choose to waste many hours of your time micromanaging the civilian worker tile assignments.
Also in the mid to late game the HURRY production algorithm needs to be updated to recognize using the cities current product:
3) Fix the hurry button and hurry algorithm to account for the production that will be yielded in the turn. Currently this function is wasteful and excessively penalizes productive cities. As an example: if we want to hurry production of an improvement that costs 60 shields in a city that is producing 12 shields per turn and we already have one turns worth of production of 12 in the box then the improvement will require 48 shields to complete. We will be getting 12 shields from this turns production so we only need to buy 36 shields instead of the full 48 shields. We only need to hurry the balance that will not be covered by the citys current expected output. This flaw should be addressed in the advisor pop-up screen by giving 4 choices: 1) to hurry the minimum number of shields, 2) hurry the minimum number of shields plus a couple extra shields to be sure things do not get disrupted by pollution or other random snafus, 3) hurry the full balance (as in the current wasteful implementation), or 4) some cutesy Emily Latila style message about Oops, that is sooooo expensive!! Never mind
The wasted sheilds lost when you miss the oppostunity to build a great wonder are part of the risk of the game strategies, but undeclared general production waste really gets out of control in the mid to late game such that literally hundreds of shields go "poof" each turn.
1) Add a small wonder or improvement, that would probably be available in the early industrial age, that will let the player save the excess shields from producing one unit or improvement and apply them toward starting the next unit. Theoretically a city producing twenty shields should be able to produce a worker in one turn and leave ten (10) shields in the production box to apply to the next priority. This would deal with the integer waste issue that is rampant in the mid-game. Integer waste is the effect where you have cities that may produce 29 shields but need to produce a 10 shield worker. The excess 19 shields is just wasted. In the ancient age, integer waste usually only averages between 1 and 2 shields per unit or per improvement. By the time you reach the tech range of banking and astronomy this waste averages 3 shields per unit or improvement. In the industrial and modern ages the waste can be as high as 20 or 30 shields per unit or per improvement. Even if this wonder is not put into the standard game, the code option should be there because of the severe impact this problem really has on undeclared waste.
In a semi related area:
2) Add a small wonder, that would probably be available in the medieval age, that will let you save the excess food production units in excess to current population growth and carry it forward in the granary. This effect would only add to cities with granaries and would have much less impact than the shield integer waste problem because food production is often just a few grain units above the population consumption rate. Even if this wonder is not put into the standard game, the code option should be there because of the hidden waste impact that this problem has if you do not choose to waste many hours of your time micromanaging the civilian worker tile assignments.
Also in the mid to late game the HURRY production algorithm needs to be updated to recognize using the cities current product:
3) Fix the hurry button and hurry algorithm to account for the production that will be yielded in the turn. Currently this function is wasteful and excessively penalizes productive cities. As an example: if we want to hurry production of an improvement that costs 60 shields in a city that is producing 12 shields per turn and we already have one turns worth of production of 12 in the box then the improvement will require 48 shields to complete. We will be getting 12 shields from this turns production so we only need to buy 36 shields instead of the full 48 shields. We only need to hurry the balance that will not be covered by the citys current expected output. This flaw should be addressed in the advisor pop-up screen by giving 4 choices: 1) to hurry the minimum number of shields, 2) hurry the minimum number of shields plus a couple extra shields to be sure things do not get disrupted by pollution or other random snafus, 3) hurry the full balance (as in the current wasteful implementation), or 4) some cutesy Emily Latila style message about Oops, that is sooooo expensive!! Never mind