Should Excess shield/food overflow to next production?

Should Excess shields/food overflow to next production/pop?

  • Yes! That will reduce the need for Micromanagement

    Votes: 48 60.0%
  • No! Keep it the way it is.

    Votes: 26 32.5%
  • Something else

    Votes: 6 7.5%

  • Total voters
    80
Speaking in general, giving micromangement routines to the AI is not too much to ask.
Yes, it is. I am sure many people here don't even imagine the level of micromanagement that a skilled player can reach. This kind of micromanagement is almost an art. It is like a difficult mathematic exercice. But it is a very boring exercice.
I wouldn't want to enter in this kind of competition with the AI. A better AI for that is like giving it more advantage : it would win with poor strategy.

So helping the AI with the carryover is not a reason to vote yes here, but it is a very nice side-effect.
If I voted 'yes', it is because carryover can be implemented so that it is more realistic. I don't understand why it would be less realistic ! If something is completed, then it is like giving immediately another thing to do. Waste already exists.
For example, if a city produce 20 spt to build warriors. We have never said it would cumulate the extra 10 shields every turn so that it could complete a wonder in one turn. That wouldn't be very realistic and it could be seen as surproduction.
It is the same for a city waiting for an aqueduc or a hospital. There would be diseases.

And if you want to improve the AI, don't forget there has other more important things to do, like automatic workers. Concerning which tiles a city must work, the AI doesn't even consider corruption :(

At last, implemeting carryover is very very easy. So easy that it may appear in a patch.
 
Originally posted by Rowain deWolf
I voted No. I like it that you have to think about what to produce where now.

Rowain

But the overflow is exactly so that you can build whatever you need/want instead of having to consider shield wastage. Currently, becuase of inefficiency, sometimes you decided to build another troop type only to realize later that you really do not need that troop type when you have more than 50 of them already produced. With the overflow, you get to produce what you want without needing to think about the wastage.

Additionally, for those who had played MOO2 before (MOO3 sucks though), I enjoy that game very much with one of the main reason being I do not need to spend so much time on micromanagement (since production do overflow there), the turns move so much faster and the just one more turn effect on me was much greater than civ3 now.
 
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