Overflow

Of course and I hope it doesn't work that way, but won't be shocked if it does. Especially if it's at a 10% rate. Currency comes fairly early in the game. By the time you get to it your production isn't likely to be that high anyway. To even be doing 20 hammers/turn seems like a lot if it's like the previous Civ games at that point in the tech tree. Therefore it wouldn't be too exploitable, especially if they round down with excess hammers instead of rounding up.


The problem is that promotes micromanagement. even assumng fractions are taken, losing 15 hammers and only getting 1.5 gold back is practically the same as losing those 15 hammers.

Now it is posible that there was a misprint and Currency builds at a 100% rate 1 hammer:1 gold, and that is the rate that excess production (of Wonders or overflow) is sold at.

But that makes Currency something you can get without getting.

In that case it might not be so bad, but if that is worth it, then Gold is just stored production.
 
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.

We'd still be doing a lot of tile micromanagement with cities to make them work more food/hammers tiles instead of commerce/science to avoid beaker overflow (and likewise more food/commerce instead of hammers to avoid production overflow).

Anyways, I'd be surprised if they didn't have overflow in the game.
 
Now that the game is out, does anybody know what happens to the overflow? I've been playing the game and it looks to me like you lose your production overflow.

I'm having a real hard time with the user interface, so I'm not sure, but I think you lose your science overflow as well.

Can anybody confirm what they've seen?
 
Now that the game is out, does anybody know what happens to the overflow? I've been playing the game and it looks to me like you lose your production overflow.

I'm having a real hard time with the user interface, so I'm not sure, but I think you lose your science overflow as well.

Can anybody confirm what they've seen?
It only looks like overflow is wasted.

I've tested building a scout (25 hammers) with 6 hammers per turn.

On turn 5, the scout was completed with 5 hammers overflow and it showed it was producing a monument with 0 hammers invested and 6 scheduled to be added next turn.
On turn 6, it shows the monument has 11 hammers invested.

-> Overflow is not lost, but the interface neglects to show you that until one turn into the production.
 
This might be because once you select the next thing to produce, the overflow hammers were automatically assigned to whatever you chose first. So if you changed your mind you basically lost your overflow unless you switched it back. This way, you can be sure that the overflow hammers will go to what you really want to build, and not just whatever you happened to click first during the turn.
 
I didn't notice my science overflowing. I had three techs in a row with that same cost, which should have resulted in an increasing overflow. Instead after two turns of researching the third tech, only 52 science investing with a 26 science rate per turn. The clunky interface isn't really helping make anything transparent either.
 
Since there is no way to drop your science for a turn (that doesn't harm you in some way), overflow for science shouldn't really matter.
 
This might be because once you select the next thing to produce, the overflow hammers were automatically assigned to whatever you chose first. So if you changed your mind you basically lost your overflow unless you switched it back. This way, you can be sure that the overflow hammers will go to what you really want to build, and not just whatever you happened to click first during the turn.
No, changing or not changing the next project doesn't matter as to whether the overflow is displayed. (It isn't displayed)
However, it's properly applied after the first turn of the new production.
 
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