Multiple productions?

amadeus

Bishop of Bio-Dome
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In Civ3, are they going to allow to produce more than one thing at once? It seems unlikely that a city of 100,000+ people would all be working on training an elephant :p
 
Was going to rubbish this - but stopped to think - Very nice yes !

Don't you hate it when you are half way to a wonder and someone kills your defence and you have to stop to build more. Doesn't seem right that the foundations for the pyramids just disappear !

It wouldn't have to be over complicated, two build sections, with the ability to assign shield proportions would do.
 
I think units should be divided even more...like if you switch from warrior to archer, no penalty, but if you switch from archer to settler...well, he'd better either have a penalty or a damn good defense ;)
 
I think you're looking at it wrong - think of how civ is trying to represent what really happened in history, not what literally is happening on your screen.

Training "one elephant" is really like training, equipping, and motivating an entire army of ancient warriors and elephants, with all the supplies, logistics, organization, and propaganda that goes into that. Building a library, meanwhile, isn't like building "one library" but more like generally expanding the amount of knowledge, literacy, and intelligentsia in the city. So the things that are symbolized by seemingly trivial events like producing one elephant or one small structure are really symbolic of large-scale projects that really WOULD take an entire turn of "real time" to complete.

Also, I hope you will be able to slow down the passage of time, like in AC, so the years don't fly by so quickly and warfare and shifts in balance of power are timed more realistically.
 
I wan't to have multiple productions because when I have a city making 140 shields a turn and it is producing a mech infantry it wastes 90 shields EVERY turn. Even being able to put the extra into capitalism would be good.
 
Yes, the problem in fact is always that remmant of shields that you are loosing in the last turn of production...

Any one nows if that is solve?
 
Originally posted by Robespierre
I think you're looking at it wrong - think of how civ is trying to represent what really happened in history, not what literally is happening on your screen.

Training "one elephant" is really like training, equipping, and motivating an entire army of ancient warriors and elephants, with all the supplies, logistics, organization, and propaganda that goes into that. Building a library, meanwhile, isn't like building "one library" but more like generally expanding the amount of knowledge, literacy, and intelligentsia in the city. So the things that are symbolized by seemingly trivial events like producing one elephant or one small structure are really symbolic of large-scale projects that really WOULD take an entire turn of "real time" to complete.

Also, I hope you will be able to slow down the passage of time, like in AC, so the years don't fly by so quickly and warfare and shifts in balance of power are timed more realistically.

I agree. Does it mean, for example, that one elephant warrior unit (wich is big compared to the city size) symbolizes a whole army of elephants?? And that's the same for all units...
 
multiple productions are a very bad idea!
it would make the game too detailed. think more abstract!

besides, as long as building some improvement cost you longer than one turn, your city won´t be ready to build more improvements at once! i would rather have one thing ready and then start building the next, so i can profit of the first than building 2 things which will in turn take me twice as long before i have something at all...




:p
 
100,000 people be creating 1 elephant. THat doesnt make sense, we do need multiple production.

Then the other guy made a great point. I think your units do represent and entire army. I mean you dont think of your pieces or units as one do you? It only makes sense that they represent a bigger number of that unit.

One city would not only produce one of anything to protect it self, it would specialize in armies of certain types. I think this has been shown all throughout history.
 
Producing two things in the normal run of the game is useless.

The advantage, as some people picked up, is in preventing shield loss either at completion - which may be cured in civ3, or by switching production and over-producing.
 
We could overcome the "extra wasted shields problem without making double production. We could do it like in Master of Orion 1 (great game, it was!) where you could build more then one unit a turn. The leftover shields would just go to the next unit to be built, so if you have 120 shields and youre building mech inf, you would ghet two of them plus 20 shoelds towards a third- so you would have a total of 12 mech infs in five turns.
 
I think city production should be divided between buildings and units. i.e. build a tank AND cathedral at the same time-- thoughts?
 
That's kind of the thing I thought of..

Split the cities into two parts based on knowledge, and improvements.

Masons work on the structures
Warriors work on training other warriors...

How about a 10% cost reduction *or* increase during wartime? Sometimes during wars, people enlist, but others (VietNam) people hesitated...
 
Yes, perhaps the citizens of a city would be able to create and train a military unit and build things at the same time...but one assumes the other things they're building are general maintenance, homes and schools and workplaces, and that though they can keep the city going, they couldn't do a whole extra project "on the side"...Carrying extra shields over into the next thing on the queue would be nice, though.
 
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