Production and turns remaining: how do hammers work?

wobuffet

Barbarian
Joined
Jun 27, 2011
Messages
1,248
I feel a bit silly for asking, but this doesn't make sense. How does this work?

operahouse.png



edit: Figured it out: it's hammer overflow from the previous project. See post #16 on.
 
It means you have a base 36 :c5production:/turn.

However, due to Republic (+5% production to buildings) and workshop (?) (+10% general production) you have +15% modifier, which brings us to the total value of 41.4 :c5production:/turn.

142.5 :c5production:/turn out of 200 is how many production has already been done on the building.
 
You also see on the bulding progress bar that it won't fill up next turn. So no idea why it says 1 turn.
 
If you have the save of this you should report it as a bug. There might be some mistake in the games turn counting and the save would help to fix it.
 
Was there a nearby forest chop that isn't reported on that UI? That could be a possibility.
 
Maybe it finishes on zero. Like it says you have 1 turn left after you end this turn. So the hammers aren't counted for the current turn yet in your view. Maybe that isn't possible but I don't know. Something to do with the order of when hammers go in and when you get to build I guess.
 
Oh I got it. You're going to grow a new population unit, the AI plans to place it on a tile that produces 16 hammers per turn. Then the production will be calculated and you're finished!
 
^ Sarcasm alert. :lol:

Maybe this pic was taken in between turns? I don't know, but I think you may have stumbled upon a bug.
 
I am using some mods, and I hand-edited some XML files (notably the Handicaps one), although I don't know what could cause this. I'll try to reproduce it after with vanilla settings and see if it still happens, or what triggers it.
 
The reason I asked is that I know in Thal's mod the turns to completion for worker improvements was changed a bit, so that "1 turn" would essentially mean "finishes at end of next turn" and "0 turns" would mean "can be finished this turn".

With buildings it may be different, but generally when mods are thrown in the mix you can get strange little bugs like this.
 
I finally figured it out. It's pretty simple: hammers overflow. For no apparent or logical reason, any :c5production: extra hammers left over after the last turn on any production project get saved and applied to the next project, complete with all multipliers for the previous project. So especially if (for example, during war) you switch production projects back and forth mid-completion, weird things like this occur.

It makes no sense.
 
I finally figured it out. It's pretty simple: hammers overflow. For no apparent or logical reason, any :c5production: extra hammers left over after the last turn on any production project get saved and applied to the next project, complete with all multipliers for the previous project. So especially if (for example, during war) you switch production projects back and forth mid-completion, weird things like this occur.

It makes no sense.

Actually that is VERY logical (applying extra hammers from project 1 to next project), lack of hammer overflow is a MAJOR gameplay issue, causing all sorts of stupid minmax "strategies"

Now the fact that multipliers are carried over in overflow is a gameplay issue, but less than overflow just dissappearing
 
Actually that is VERY logical (applying extra hammers from project 1 to next project), lack of hammer overflow is a MAJOR gameplay issue, causing all sorts of stupid minmax "strategies"

Now the fact that multipliers are carried over in overflow is a gameplay issue, but less than overflow just dissappearing
I was thinking that citizens be automatically redistributed during the last turn of production to maximize food/gold while still getting the project done.

But you do have a point. Maybe the most elegant solution is just getting rid of the multipliers. And having not overflow apply towards World and National Wonders (including Projects).

So if you built a Pikeman, Stonehenge, then a Workshop, the hammer overflow from both the Pikeman and Stonehenge would apply to the Workshop. The overflowed hammers would not benefit from any, say, Land Unit or Wonder production bonuses, but would benefit from Building bonuses.

In any case, I guess the point of the OP is that hammer overflow should be displayed on the UI somehow. Perhaps in a different color or something, but communicated somehow nevertheless.
 
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