I have played K-Mod, but not Advanced Civ yet. I'd like to discuss my misgivings about documented Advanced Civ's changes to unit hammer overflow. Hopefully I misunderstood the manual and the situation is better than it seems to me.
123f disabled overflow gold for units.
064b disabled putting unit overflow into another unit of the same type.
In K-Mod a large-production city can produce several cheap units and leave some unit overflow hammers be; then switch to an expensive unit or building to get rid of the excessive overflow; then finish the cheap unit with no overflow put into the next unit of the cheap type. This is an unfortunate micromanagement, to be sure.
In Advanced Civ training a cheap unit in a large-production city for even two turns in a row is very wasteful. By the time the too large production rate becomes an issue, building research and wealth is long since available. So hammers are already at least as valuable than gold. Therefore, even overflow gold is usually a punishment. Simply lost overflow is a much worse punishment. This issue was likely a rationale for the K-Mod multiple-unit-per-turn change. It is aggravated a lot by Quick game speed.
Another suggestion.
123f disabled overflow gold for units.
064b disabled putting unit overflow into another unit of the same type.
I agree with the issue quoted from the Advanced Civ manual. But I am not sure disabling the overflow is an improvement.Usually, when excess overflow occurs, K-Mod produces another unit only partially.
To redeem the production spent, the player will have to continue training that unit.
But this will result in even more overflow as it's going to be a cheap unit and
maximal overflow is already being stored. For example, if a city with 105 production
per turn trains a Spy (40 production), it'll store 40 overflow and put 25 into another
Spy. If the player finishes that second Spy to avoid missing out on the 25
production, 130 overflow will result in 40 overflow stored, two more Spies and 10
production for a fifth one. Ultimately, this leaves it up to the player to avoid excess
overflow in the first place.
In K-Mod a large-production city can produce several cheap units and leave some unit overflow hammers be; then switch to an expensive unit or building to get rid of the excessive overflow; then finish the cheap unit with no overflow put into the next unit of the cheap type. This is an unfortunate micromanagement, to be sure.
In Advanced Civ training a cheap unit in a large-production city for even two turns in a row is very wasteful. By the time the too large production rate becomes an issue, building research and wealth is long since available. So hammers are already at least as valuable than gold. Therefore, even overflow gold is usually a punishment. Simply lost overflow is a much worse punishment. This issue was likely a rationale for the K-Mod multiple-unit-per-turn change. It is aggravated a lot by Quick game speed.
Another suggestion.
Building Wealth and Research becomes available quite early. Therefore, unmultiplied fail gold is an exploit only in early game. Would it be possible to remember how many hammers where multiplied by a wonder-specific resource, leader trait (Industrious or Spiritual for Cristo Redentor) or building-only bonus (Org. Religion) and not compensate them? In that case National Wonder fail gold could be restored in order to let players change their minds about where to build a National Wonder without too harsh a punishment. Perhaps only hammers, invested into a National Wonder after building Wealth or Research becomes available to the player, should be compensated.Tbd. Perhaps convert only 50% of the invested production into gold and the rest into city
culture. That should be a separate change id though because it's a balance change
rather than just closing a loophole. For now, fail gold remains a valid tactic, and this
gives wonders with very weak abilities (e.g. Chichen Itza) at least some use.
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