Overflow

AlpsStranger

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Do we have any confirmation that overflow was kept (as in Civ4?) Or is it back to the accountant's paradise days where we have to make sure everything squares at the end of a build. God, that was so annoying. Please tell me they kept overflows. :lol:
 
And make it like overflow before BtS 3.19 ...
 
I didn't like over flow to some extend. it was too exploitable and in some instances, cheap.
 
I didn't like over flow to some extend. it was too exploitable and in some instances, cheap.

True, but consider the alternative. The lack of overflow rewards taking *longer* turns, not necessarily more thoughtful turns. This will always be somewhat intrinsic to Civ, but it can be beaten down to a tolerable level with things such as overflow.
 
I didn't like over flow to some extend. it was too exploitable and in some instances, cheap.

The only time overflow was trully exploitable was with using slavery to whip a wonder that shouldn't be whippable.

Slavery is gone (it seems).. and buying apparenty can't be done for things being built.

The only real problem with overflow is when you were repeat building units and building it up.

Since Civ V has the (unit built. must moveout of city to end turn) I could see a system where overflow is Instantly used, ie if there is 40 overflow, I must put something in the queue to end the turn. If I put a Warrior costing 35 into the queue then that warrior is Instantly built and I must move him out and put something else in the queue for the remaining 5 overflow to end the turn.


I'm just hoping they handle overflow correctly (proper modifications)
 
Also , I'm pretty sure that beakers overflow will be kept ( :please: ) . I hope that Mr Trip still remembers how tedious it was to constantly adjust the tech slider to avoid losing beakers in Civ III :p
 
Well, there's not going to be a tech slider, so even if there's no overflow you won't be doing Civ III-style micro.
 
Slavery is gone (it seems).. and buying apparenty can't be done for things being built.

I'm pretty sure it has been said that you can still buy things, you just always have to pay full price to do so--there's no credit given for a partial build.
 
I'm pretty sure it has been said that you can still buy things, you just always have to pay full price to do so--there's no credit given for a partial build.

That's what I said, not buying things being built.


In any case overflow+slavery was a problem because each pop unit 'whipped' gave a large sum of money.

Buying won't be a problem because buying can gives you exactly the number of hammers you need, no more/no less.
 
That's what I said, not buying things being built.

There's an enormous difference between not being able to buy things being built (meaning once you've invested one hammer, you can't buy it) and not getting a discount for rush-buying partially completed structures. Many people seem to make this mistake, so it's worth clearing it up.
 
There's an enormous difference between not being able to buy things being built (meaning once you've invested one hammer, you can't buy it) and not getting a discount for rush-buying partially completed structures. Many people seem to make this mistake, so it's worth clearing it up.

Well I was presuming that something that was being built could be moved to being 'not built' but it would still have the hammers in it.

Of course that brings up a Whole host of questions.

If you decide to move something off of the top of the queue... what happens to the production in it?
-stays with the item (CONFIRMED YAY!)
-goes to next thing in the queue
-turns to gold at high rate
-turns to gold at low, standard rate
-lost

If you decide to buy something that has been partially built (when it is not at the top of the queue)..what happens to the production in it?
-discounted cost [indications this doesn't happen, but that would be the best]
-goes to next thing in the queue (hopefully, second best)
-turns to gold at low, standard rate
-lost

If there is more production than the remaining cost what happens?
-goes to next thing in the queue (hopefully)
-turns to gold at high rate
-turns to gold at low, standard rate
-lost

Are there any special rules if any of that 'next in queue' overflow production is more than the cost of the thing next in the queue?
(can things be instatly produced with overflow)
-excess overflow is lost
-multiple things can (must) be produced per turn (hopefully... most sensible)
-excess overflow becomes gold

Will overflow appropriately adjust for production modifiers? [hopefully yes]

Will production be calculated only as integers (so 3 with a 25% bonus= 3)? [hopefully no]
 
Well you could still be juggling citizens.. which is even more annoying.

Hopefully research, production, food and tile building culture will all properly Overflow.

Exactly. I'd hate to have to join the hater brigade over this one.

Civ shouldn't boil down to "who can take the longest turns without becoming an hero." Let's avoid reinstating the Reign of Rainman and give overflow a chance :)
 
Come on! Can't 2KGreg or someone just answer this one. The suspense is killing me.
 
The production stays with the thing being built and it decays over time if you don't come back to it quickly. Just like Civ4. It's in the PDF sample of the manual posted by 2KG.
 
The production stays with the thing being built and it decays over time if you don't come back to it quickly. Just like Civ4. It's in the PDF sample of the manual posted by 2KG.

Thank you for the information Playshogi. I hadn't noticed that.
 
How would overflow work with 1upt system? Currently in Civ 4 you can build multiple units in the same turn by same city if your production greatly exceeds unit cost (120 hammers in city building unit that costs 30 hammers, city will produce 4 units).

However, with 1upt system how would this overflow work if you cannot have more than 1 unit per tile (assume that you got 1 unit garrisoned already)?
 
How would overflow work with 1upt system? Currently in Civ 4 you can build multiple units in the same turn by same city if your production greatly exceeds unit cost (120 hammers in city building unit that costs 30 hammers, city will produce 4 units).

However, with 1upt system how would this overflow work if you cannot have more than 1 unit per tile (assume that you got 1 unit garrisoned already)?
In civ IV you can NEVER build more than 1 unit/turn in any city ... hence, I'm not seeing your point.
 
In civ IV you can NEVER build more than 1 unit/turn in any city ... hence, I'm not seeing your point.

I have not played vanilla civ 4 in a while, playing FFH mods - and you can most assuredly build more than 1 unit per turn.
 
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