Removed Wasted Food/Shield on growth/Production Feature

Originally posted by Snaga

Micromanaging cities for the whole duration of a game would take not just persistence, but a fair slice of insanity in my opinion. Micromanaging the right cities, the right way, at the right time requires a lot of experience and good judgement. I also disagree that these are easy decisions to make. Reducing wastage inter-relates with all the other small and large scale decisions a civ player needs to make. It adds a layer of complexity to civ, which I think makes the game more challenging and more rewarding.

So, you are saying these insanity is good? I don't think it requires experience at all. I can and has done it since day zero I play this game. It just needs time and that boring persistance and especially an unwillingness to do with less. No experience required. These do not last however unless you do not have a life to live. After you have played this game over a 20 times, the last thing you need is to repeat all those fine-tuning again!



Getting rid of this game feature would not only reduce the gap between human and computer play, but would also reduce the gap between moderate players and those with more experience.

Isn't this good? Makes the AI better? As for Human Vs Human. I don't want to become a race on who has more time! A good example is DavidDesj not being able to submit a victory in GOTM20, not because he can't. But because he has a life and a holiday. I am fully confident he can be ranked among the top if he gets the chance to finish his game. I would be also very sure hat if Sir Pleb spends more time on GOTM20, his scores would be much better than what we see. All these are examples of very good players ranking lower just because they have less time, not less skill.



I like the fact that an experienced player can wring more production/growth out of a city than an inexperienced one.

I personally find constantly having to enter diplomacy with rivals so as to not miss out on trade deals the dullest part of the game.

Again, I disagree with that. I wasn't making decision when I fine tune those shields and food. Just mindlessly trying hard not to waste food and shield. And again, no experience required. Just time and the willingness to do it.
 
Just a bump of approval.

I really hope it's not too late for this enhancement to get into C3C.
 
Production carry over would help the AI more than a human player, cause a human player can micromanage. Therefore I would support production carry over as a very positive improvement and a way to simplify an improvement for the AI.

I also support a penalty for switching production, like civ2 had, this would stop the short rushing and prebuild abuse.
 
So, does anyone know if there's the slightest chance of getting shield carryover (as a game setup option) in Conquests. Who should we talk to? This would make a huge difference in my enjoyment of the game. And it really doesn't seem hard to implement. All that's needed is a single setting: when shields are produced, if more are generated than needed to fill the box, empty the box and start filling it again, but stop if the box refills a second time. I'm sure they could do this pretty easily (e.g., less work than adding the "Accelerated Production" option).
 
Well, I hope they would give us an option on this. I had not bought PTW since there wasn't really anything there that I really wanted. I have no interest in multiplayer feature or the additional civs. If this is included, then it would make a big difference on my enjoyment of the game and would really consider buying conquest.
 
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