Playing with accelerated production

anarres

anarchist revolutionary
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I have just started a PBEM game with accelerated production, and I want to know what effect this has on gameplay.

Please give me your advice on the advantages and pitfalls.

(For example, a GA under despotism is usually to be avoided, but with acc. production, are you paying the -1 penalty already, so there is now less of a downside to it?)
 
Stuff I have noticed : -

1) The AI builds wonders incredibly quickly....

2) They build units quickly too and in numbers...

3) More city mgmt - to ensure production is 'correct' i.e. what you want.

4) Cheaper to upgrade units and rush improvements - need for less gold.

Other than that, still experimenting with it pretty much in my PBEM games.
 
Originally posted by Knight-Dragon
4) Cheaper to upgrade units and rush improvements - need for less gold.
Please explain this. Does it change the cost of upgrades (normally at 4 gold per shield)?
 
The game I am playing currently is with Accelerated production. The big side effect I have noticed is that on the level I am playing the AI gets a default production advantage. This multipies this! At one time France had Mechanized Infantry roaming around and I had just popped out my first unit of Cavalry. Since then though, I have caught up and seriously put the hurt on France.
 
Originally posted by anarres
Please explain this. Does it change the cost of upgrades (normally at 4 gold per shield)?
E.g. like normally it would cost 60 gold to upgrade pike to musket; now it cost only 30 gold 'cause the shield requirements have been halved. ;)
 
Does Accelerated Production double your commerce too, or just double the science beakers that come from commerce?
 
Originally posted by Knight-Dragon
E.g. like normally it would cost 60 gold to upgrade pike to musket; now it cost only 30 gold 'cause the shield requirements have been halved. ;)
Either you or the manual is wrong.

It states that food, production and commerce are all doubled. You state that shield requirements are half. These things are mutually exclusive.

I suppose I should just start a game and find out...
 
Originally posted by anarres
Either you or the manual is wrong.

It states that food, production and commerce are all doubled. You state that shield requirements are half. These things are mutually exclusive.

I suppose I should just start a game and find out...
Production doubled = shield requirements halved. In effect.

In reality, no of shields being produced by worked tiles still the same, but the shield requirements for each unit, city improvement etc are halved... Same for food, trade etc.
 
If you are gaining twice as much commerce and things cost half as much, then it effectively costs 1/4 as much to rush production, right?
 
No, the amt of food, shields and trade 'icons' you're getting fr your worked tiles remains the same. It's the requirements that're being halved - required science beakers for next tech, required shields to build something, required food to add 1 pop etc.

The gold you're generating remains the same - but 'cause things are cheaper, you in effect have higher purchasing power than normal Civ3/PTW. Just remember, the AI has all the benefits too and more.

Just play a game and then you'll see.... ;)
 
So the manual is wrong...
...as usual :rolleyes:

There is a difference between doubling the production/food/commerce numbers and halving the requirements for everything.

But at least I know what is going on now. Thanks, K-D.
 
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