unit prodction takes to long

BBman

Chieftain
Joined
Jun 19, 2007
Messages
11
hi there!

im with the mongols and i have already got to the modern times and completed all the possible techs...
my question is what could cause units to be producted very slowly (for example : in an old city, modern armor : 90 turns!!! ).
what could cause that? there are any suggestions to imprpve that?

thx a lot!!!
:)
 
At first, game speed has a direct influence on unit production speed. If you're playing marathon, expect that unit creation takes time.

But still, 90 turns for a modern armor is way too much. Two things:
- For each city, it's usually nice to have at least a way of getting some production. Mines, mills, corporations, towns with universal suffrage... Are all good candidates. After this, if you can, you may build production multipliers (forge, factory, power plant)
- In your civ, you should try to have at least one, if not more, pure production cities devoted to unit creation. These cities need no commerce, no economic buildings, and should get farms and production improvements (mines, workshops...); the goal of this kind of city is, at the end of a game, to produce all modern units in as few turns as possible (think about one modern armor every turn; tempting, isn't it?)

That said, good luck :)
 
Sounds like your cities are rich in commerce and low in production. Generally, cities like that should be spending hammers towards buildings that multiply science and gold (universities, banks, etc.) and you shouldn't expect to get many units out of them.

However, if those cities have lots of towns, you can adopt Universal Suffrage and still get some nice production out of them.
 
Don't expect all your cities to be producing expensive units like Modern Armor very quickly. Instead, specialize your cities and have them do what they do best. I'd be willing to bet that the city that takes 90 turns to build a Modern Armor has very few (if any) mines, windmills, or production resources, and if it does, it probably doesn't have one or more of Forge/Factory/Power.

Specializing cities is more of an art than a science. But in time, you'll learn to recognize that (for example) a city with lots of hills, a production resource like Iron or Coal, and a few good food sources (especially Fish) is an ideal production city. Improve and work those food specials, growing the city as fast as you can. Improve the production resources, and build mines until you can't grow any more.

If there's no obvious site rich in hammers, you can improvise later in the game. A site with lots of grassland/plains can be quite productive with railroaded lumbermills and (post Biology) irrigated grassland farms (although a food resource will really help). And as a worst case, you can go with lots of workshops, although I prefer to keep my forests and build lumbermills so I don't get the -1 food.

Anyway, once you have 2 or more of these cities rich in base hammers up and running, put Forges, Factories, and power in each one. Ironworks for one city; Heroic Epic and West Point in another. Barracks and Drydocks for all. These cities will produce modern units very fast - perhaps as fast as 1/turn. They'll do the bulk of your unit construction. Any city that takes longer than 15 or so turns to build a unit would probably be better off building something else.
 
Specialisation is certainly key; a good Heroic Epic city should be churning out masses of troops in very quick succession and pretty much nothing else.
But by the modern age, most cities should be capable of decent production. Emancipation and Universal Sufferage will let your cottages grow quickly into towns that now give an extra hammer each, and if you have BtS, EVERY city that is eligible should prioritise a levee. If you can get Mining Inc, that can further increase production sky-high. But yeah, don't expect production miracles from commerce cities. They can provide useful additional troops at a pinch but it's really best to build up a few production-focused cities to churn out the bulk of your units.
 
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