major freaking problem with 1.21

biggrumpy

Chieftain
Joined
Jan 26, 2002
Messages
29
production governers are out of control.

for example -- i set a city to produce an archer. once that archer has been produced, the governer will arbitrarily select something else to produce, often a spearman. i don't want it to change a damn thing -- i want it to leave my settings alone.

in previous patches, i just go down the production governor settings, and have it "never" produce anything, and set that for "all cities." the all cities selection automatically reverts to this city, and in any event, it still produces whatever it feels like whenever something is finished.

is there a "governer please go to hell" setting? it's a HUGE pain to manually RESELECT what i wanted the city to make in the first place every single time something is produced.

any suggestions? or did this patch just break governors?
 
Those governors really are braindead!

I love it when an AI civ that is being invaded by a massive enemy force. . . starts building A HAPPINESS WONDER. :crazyeye:

I wonder if the patch addressed that, too.
 
WTG Zouave - another constructive and relevant comment. :p

Biggrumpy: for example -- i set a city to produce an archer. once that archer has been produced, the governer will arbitrarily select something else to produce, often a spearman. i don't want it to change a damn thing -- i want it to leave my settings alone.

Have you used either of the two preferences (both of which seem to work fine for me). You can either (don't do both it wouldn't make sense) choose to be prompted by the governor whenever it completes building something (it offers a suggestion) or instruct it to continue building the same thing (units not buildings). The first of those was broken in 1.17f but is working well now.

The other option is to always use the queuing facilities so you at least have a city building something you need.
 
Yes faraxis should make a perfect govenor, then I won't even have to decide what to build.... Yes Zouave it would be great if the govenors took into account the fact that you were being attacked, maybe even adjust my tax rate accordingly or do negotiations for me while their at it.

The govenor can work VERY well already if you know how to set it properly, personally I never allow govenors to build wonders don't know why you would leave that option on. And yes there are options to ignore the govenor if you don't like him.
 
Woah! People actually let the computer decide what to build in their cities? I use governors to decide what tiles for my citizens to work, and control happiness, but would never let the computer decide what to build. There are so many factors in the game, that you have to adjust accordingly to during the game. If there is land to be settled, I'll build settlers, if I need military police or I am next to an aggressive neighbor build defensive units. If I want to attack build offensive units, peacetime build happiness improvements. Other factors like how corrupt a city is/isn't, surrounding food sources/production also affects what I build. Human intelligence is what makes us able to beat the AI.

If you let a computer decide your build queue then you've just lost one of your advantages.
 
Good point bam: Early in the game I never use govenors for building since like you said it's really important.

But later in the game when I have over 30 cities it takes too long to constantly monitor them, at least for my enjoyment. So I let the govenors decide for some of my cities, they usually do a decent enough job if I set the preferences correctly. Saves a lot of time too. End game with the govenors is slow enough for me.

As i mentioned above obviously it's best to use your own judgement over the AI's. If the govenor really was as smart as the human for building the game wouldn't take much skill at all.
 
good points everyone.

how do i set the governor to not alter my production whatsoever?
 
Either select PREFERENCES from the main menu, or hit CTRL-P during a game.

De-select "Ask for build orders after unit construction"

and select "Always start building previously built unit".


So, if you're building a Spearman, the city will start building another one when that one's complete. Obviously, this won't work if you're making a building - the governor will take over and use your governor preferences.

I find the best compromise is to have the above options reversed - but still queue instructions myself - that way when the pop-up asks what to build next - it will be suggesting what you had in the queue.
 
I never use the governor, not even for happiness control. Not even if I have +200 cities.
 
Originally posted by Grey Fox
I never use the governor, not even for happiness control. Not even if I have +200 cities.
You're a better man than I! I guess my impatience comes from being weaned on FPS (Wolfenstien 3d baby!).
 
thanks for the tips.

personally, i don't like using the governor but i find it's a necessary evil. it'll rarely select the city resource squares the way i would (which changes depending on the situation, so the basic priorities aren't really sufficient), but the happiness-patrol saves my cities from going into disorder so it evens out. plus i'd rather spend time managing troop movements than constantly dealing with unrest.
 
I tried happiness govs, didn`t like them and turned them off.

Well, tried to...

Sometimes you need to reload for changes to be in effect. Same for sound, sometimes when i turn it off it´s still on...
 
I micromanage. I've seen cities producing one shield start wonders while others make nothing but catapults.

I even manage happiness. The only thing I don't do is assign tiles for new citizens (I don't even know if you can) but I do check in on cities often and reorganize their work force to get what I want out of them (almost always max. production.)
 
If you use the govenors properly cities will never build wonders or catapults. Govenors are only as usefull as the settings you use for them.
 
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