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after how long will paused production decay?

Discussion in 'Civ4 - General Discussions' started by Pumabear, Sep 28, 2008.

  1. Pumabear

    Pumabear Chieftain

    Joined:
    Oct 25, 2004
    Messages:
    61
    I have a question.

    If I start working on a building and after a while change production to something else, after how many turns will the building start to decay? Does anyone know that?

    And how many turns for units?


    (on marathon)
     
  2. CCRunner

    CCRunner Deity

    Joined:
    May 13, 2008
    Messages:
    3,132
    Ten turns on normal. So I would assume you multiply by the 3 for marathon and get 30 turns until it starts to decay.
     
  3. Genv [FP]

    Genv [FP] Website Moron

    Joined:
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    1,104
    I thought that was removed in Civ IV..
     
  4. DanF5771

    DanF5771 Emperor

    Joined:
    Feb 21, 2008
    Messages:
    1,194
    Copying from this thread:
    All things in a city's production queue that already have hammers invested but are not on top of the queue to receive the hammers of the current turn will have their decay-timer increased by 1 after that turn.
    If the timer surpasses the decay threshold the item will lose hammers every turn that it is not on top of the queue until all hammers are gone, then the timer is reset.

    Global Defines xml has:

    <DefineName>BUILDING_PRODUCTION_DECAY_TIME</DefineName>
    <iDefineIntVal>50</iDefineIntVal>
    <DefineName>BUILDING_PRODUCTION_DECAY_PERCENT</DefineName>
    <iDefineIntVal>99</iDefineIntVal>

    <DefineName>UNIT_PRODUCTION_DECAY_TIME</DefineName>
    <iDefineIntVal>10</iDefineIntVal>
    <DefineName>UNIT_PRODUCTION_DECAY_PERCENT</DefineName>
    <iDefineIntVal>98</iDefineIntVal>


    So Buildings and WONDERS are decaying after 50 "idle" turns with NewHammers = RoundDown(0.99*OldHammers).
    Units are decaying after 10 "idle" turns with NewHammers = RoundDown(0.98*OldHammers).

    There is no scaling for game speed!!! The AI does not suffer from hammer decay.
    "Refresh turns" don't work, decay will proceed after such turns, once it has begun. Items will then need to be completed without taking them from the top of the queue in order to avoid loss of hammers.
     
  5. digitCruncher

    digitCruncher Emperor

    Joined:
    Oct 28, 2007
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    1,012
    Really.... I didn't know that!!

    Is this for BtS too? This will (slightly) change my game-play.

    That said... 30 turns is quite alot to wait... and that will only normally wipe off 1 turn of production...
     
  6. DanF5771

    DanF5771 Emperor

    Joined:
    Feb 21, 2008
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    1,194
    ^I have no idea about Warlords or Vanilla Civ, but this is how it works in BTS. What do you mean by 30 turns? It's 10 turns for units and 50 turns for buildings and wonders, no matter if you play a Quick or a Marathon game.
     
  7. digitCruncher

    digitCruncher Emperor

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    Oct 28, 2007
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    Um.... sorry, typo >.<

    But thanks for the clarification
     
  8. Junuxx

    Junuxx Emperor

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    the Netherlands
    How about techs you have partially researched?
     
  9. DanF5771

    DanF5771 Emperor

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    No amnesia in BTS. AFAIK the setbacks random events are the only way you might lose beakers for partially researched technologies.
     
  10. Junuxx

    Junuxx Emperor

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    Location:
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    Ah, that's good to know! Thanks.
     

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