New Version - November 1st (11-1)

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Meaning that 75% must be completed or less than 25% is completed (for a wonder)?
overflow production limitations
  • Investments cannot be made if they would bring the total production stored above the % reduction of the investment
  • So...50% for buildings, 25% for for wonders, extra from investment bonuses (Babylon, Industry)
 
overflow production limitations
  • Investments cannot be made if they would bring the total production stored above the % reduction of the investment
  • So...50% for buildings, 25% for for wonders, extra from investment bonuses (Babylon, Industry)
Then I am not sure I am understanding how this is implemented. Just started a new game and am building Stonehenge. I have generated 60 of the required 150 hammers and and have 169gp in my treasury. But I am not able to invest in the production. I WAS able to until the previous turn. If I am understanding what you describe, I should be able to invest in the wonder until I have generated 75% of the hammers myself. In this instance I have generated less than 50%.
 
Then I am not sure I am understanding how this is implemented. Just started a new game and am building Stonehenge. I have generated 60 of the required 150 hammers and and have 169gp in my treasury. But I am not able to invest in the production. I WAS able to until the previous turn. If I am understanding what you describe, I should be able to invest in the wonder until I have generated 75% of the hammers myself. In this instance I have generated less than 50%.

You need to remove the building from the queue to be able to invest in it.
 
If you've already completed more of a building or wonder than you would save by investing, then you cannot invest. It was a new feature added in the previous update (10-17, I believe). Since you save 25% by investing in a Wonder, if you've already built more than 25% of the Wonder, you can no longer invest in it.
 
It works as described when the accumulated production past over a threshold (50% for buildings, 25% for wonders) you lose the possibility to invest.
Personally I found the 25% for wonders to be a complete nonsense it should be 75% to prevent production overflow but not this low.
 
How does the overflow work now if upon finishing a building/unit you have spare production? Let's say my city has 250 production. I use it to build a worker (let's say 80 hammers), leaving me with 170 spare hammers. Will those 170 spare hammers transfer to the next project? What if I invest in a worker to spare even more hammers? What if I build three workers in a row, will all the hammers accumulate so I can then have a large amount of hammers to use on a wonder? Thanks.
 
It works as described when the accumulated production past over a threshold (50% for buildings, 25% for wonders) you lose the possibility to invest.
Personally I found the 25% for wonders to be a complete nonsense it should be 75% to prevent production overflow but not this low.

Thanks for the explanations guys. I assume this was implemented to prevent rushing a wonder when nearing completion? Seems a drastic change from previous versions and makes investing in wonders almost worthless IMO.
 
I agree, but the investment mechanics/rules for buildings/wonders had to be kept identical in order for the AI to be able to understand how to use it. Plus, there was the justification that "investing" infers that you are putting money into a project early in order to speed up production, and thus it doesn't make sense to be "investing" in a project that is already near completion. But the "IRL" reason aside, the real reason for the new mechanic was to prevent "production overflow via investment" strategies from being a common part of high-level play, since the AI is completely incapable of understanding and performing them.
 
Then I am not sure I am understanding how this is implemented. Just started a new game and am building Stonehenge. I have generated 60 of the required 150 hammers and and have 169gp in my treasury. But I am not able to invest in the production. I WAS able to until the previous turn. If I am understanding what you describe, I should be able to invest in the wonder until I have generated 75% of the hammers myself. In this instance I have generated less than 50%.
I think you have it backwards. You can't invest if you have generated over 25% of the hammers for a wonder
 
I agree, but the investment mechanics/rules for buildings/wonders had to be kept identical in order for the AI to be able to understand how to use it. Plus, there was the justification that "investing" infers that you are putting money into a project early in order to speed up production, and thus it doesn't make sense to be "investing" in a project that is already near completion. But the "IRL" reason aside, the real reason for the new mechanic was to prevent "production overflow via investment" strategies from being a common part of high-level play, since the AI is completely incapable of understanding and performing them.

It makes sense now. I assume though that I can still use an engineer to rush a wonder? I just can't overflow unused hammers toward my next project or building.
 
@LukaSlovenia29 Production overflow still occurs if you build something that requires less hammers than your city generates per turn, so it's still possible to get a bit of production overflow to help in building Wonders or other expensive buildings, but you can no longer wait til a building has 1 turn left, invest in it, and then let all that extra production bleed over into a Wonder. Overflow through other means are still legit, as the AI can make use of that as well.
 
Thanks for the explanations guys. I assume this was implemented to prevent rushing a wonder when nearing completion? Seems a drastic change from previous versions and makes investing in wonders almost worthless IMO.
This is to avoid a high level trick deity players used to do. They took advantage at building wonders because they could overflow the invested production from the previous building, something the AI cannot do properly.
 
In fact i though that i can invest in Wonder when it is less than 75% ready. Now i see that i can invest only if it is less than 25% ready. I think this is a mistake
 
Considering the cost of wonders go up as you build wonders (assume this is still a feature) it becomes even harder now to play as a builder unless you horde Great Engineers.
 
I'm wondering if its possible to allow the player to be able to control its citizen management in puppets as far as specialist are concerned. I've seen some very odd cases of city management filling out every single tile and having none in specialist, despite unhappiness from lack of science, culture and/or gold. Even in empty grassland tiles despite having a plethora of food. This makes Venice frustrating to play. Not to mention the extremely low supply cap they have when its possible to have their cities all over the place. That isn't an ideal way to play though because they become impossible to defend with.
 
Markets in springtime pantheon not giving any bonuses at all. Plantation bonus part of it is working fine- code looks ok but something is definitely going on with these pantheons
 
Markets in springtime pantheon not giving any bonuses at all. Plantation bonus part of it is working fine- code looks ok but something is definitely going on with these pantheons

I scoured it all yesterday, did testing as well. Going to release a new version this evening with the proper fixes. Thank you all for your patience, the devteam (me and my dog) appreciate your feedback.
 
Goddess of Renewal is also not working, I think. Tooltip says it applies to Jungle and Forest, but from my testing it only applies to Jungle.
 
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