When does production finish ?

GonzoBKK

Chieftain
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Sep 22, 2017
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Hi all,

I can’t find the answer on the forum so I open a quick thread for a simple question :

When does the production finish ? At the end of the turn or at the beginning of the next ?

Let’s say I have a big stack next to one of my city and I use slavery to get walls in « 1 turn ». Does this wall will be active if they attack before my next turn ? Same question but I expect same answer for units ?

What about maintenance cost of units if they are produced at the end of the turn ? Is maintenance calculated before units is produced ?

Thanks a lot in advance for answers
 
Single player is played sequential, so yes -- 1t builds are completed before the AIs act. This is why you are guaranteed a world wonder if it's not built yet and you have 1T remaining (no coinflips).

I'd assume maintenance is done at the very end, but I can't say that with absolute certainty.
 
I'm pretty sure maintenance is calculated before the unit is produced. Your gpt is accurate even if you produce a ton of units between turns.

But yes, all production is completed end of turn. Techs are also completed end of turn, before your builds are done, which is why you can't complete a unit on the same turn you research the tech to obsolete it, as the unit in the build cue will be switched for the more advanced (usually more expensive unit) before production is calculated. Your cities are processed in order, starting from your oldest city (the order they sho up on domestic advisor). This has an effect when you build Taj Mahal, which starts the golden age immediately upon completion and the remaining cities will get golden age bonus already the same turn.
 
Ah yes, of course. The GPT is a nice indicator. So maintenance must be the first factor in the EOT process. Before things like city growth, completion of buildings (courthouses) etc.
 
Yes, they get cultural and other tile related defensive bonus. They lack fortification bonus and won't have time to promote before defending.
 
The in-between-turn-mechanisms have always been a bit vague to me and not of high importance to analyse in every detail.
But out of curiosity I dug into this with a test game today.

As was mentioned earlier in this thread Taj Mahal is effective immediataly from the city it's built onwards and affects later settled cities right away (I didn't know that by the way), however not in every way.
=> Commerce bonus starts being effective the next turn, as all commerce is already processed in tech and stuff.
=> GP-points bonus starts in Taj city immediately.
=> Hammer bonus starts 1 city later.

This got me thinking that Taj maybe is not an exception but actually a helpful indicator of what happens between turns that can be further uncovered with some other buildings.
Things I tried that could be of interest:

- Cap border popped before GWall was placed.
- Pathenon city gets GP bonus immediately, along with later settled cities (like Taj, apparently GP-points are processed later than production)
- Sistine/Eiffel city does not get Culture bonus immediately, the next settled city is the first to get it. Oddly enough only specialists got the extra culture with sistine but the reli buildings no sooner than next turn (?)
- Esp points of courthouse are implemented next turn (so esp points are processed before or at least not after production, unfortunately no nation wide source on esp to see if there is a ''next city'' effect)
- A library destroyed by event kept its effect until next turn
- Likewise to units being changed to their upgrade other effects of tech progress are implemented right away, such as tile yield improvements, happy/health cap penalties etc
- Commonly known is how growth and production do not affect each other, which leads for example to gran/LH being effective next turn and extra tiles from popgrowth.start being worked next turn. (popgrowth from food and completing HG the same turn would lead to the exceptional 2pop growth)

The above leads me to the impression that the processing order ''in-between-turns'' is something like:

1) maintenance check => slider adjustment if treasury would become negative
2) tech/gold nation wide
Then city by city:
3.1) culture/esp
3.2) growth/production.
3.3) GP-points
AI turns are played
4) Events at the beginning of next turn

I tend to be quick with conclusions. So if there is anything to add/correct please share.
My main point is that Taj is not the only building with immediate effect, and there is a tiny defference for GP-points compaired to Hammers/Culture.
 
Very nice! Well done with the research! :goodjob: Some is a bit surprising, but it all makes sense, except maybe this:
Oddly enough only specialists got the extra culture with sistine but the reli buildings no sooner than next turn (?)
Spiral Minaret and UoS should also apply their effect to religious buildings only the next turn, as teching and gold is already calculated. But how about AP hammers? If they also come into effect only next turn, maybe the yields of possible beaker and gold multipliers are locked at an earlier stage when tech/gold is processed?

And about GP points, I'm fairly sure you don't get them for a wonder the same turn you complete it (complete an early wonder and the bar says you are 50 turns from first GP). So base GP also seem to be locked at an earlier stage, even if multipliers are applied later.
 
@elitetroops
Thanks. And as I was already trying things it was easy the check the wonders you mentioned too.
=> as expected no effect with Spiral and UoS, as they increase gold/beakers which are indicated to be processed before any production.
=> AP hammers were implemented immediately in the next city, so nothing special with the reli buildings here.

Now I checked Sis again to be sure I saw what I saw.
Here's the result in numbers (Culture values) around turn of completion in the city after Sis city:
value: 1046 rate +40
I expect to increase rate from 1 Hindu temple (+5) and 6 Specialists (6*2= +12) . Next turn:
value: 1098 rate +57
The value hase raised +52. I miss the +5 from Hindu temple !!!

I started a quick Inca game building SH right away => when it's completed I do have 2 pts already and the bar says 49 turns to go...........

Couple more things I checked:
- Earlier settled AI cities that you conquer count to you as newer cities than the ones you already have.
- Golden ages do not end at the city where it started. All your cities profit from the last turn.
 
- Earlier settled AI cities that you conquer count to you as newer cities than the ones you already have.
City order should be the one that you got when open F1 without changing anything there I guess. So there might be situations like this... 4000 BC, 2700 BC, 2400 BC, 2000 BC, 4000 BC, 3910 BC, 1860 BC etc :) Guess who did some early rush here? And what difficulty? And what speed? :lol: So its pretty much about time when it went under "player" control. Not sure about situations where you take city A, settle new city B at the end of turn somewhere else and AI take A back next turn but you get it back turn later - would it be above or below city B (would it count revolt as "control" point)?
 
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