3-turns to build something alternative

I was thinking that instead of getting rid of the limit, just allow the excess production flow to the next project in the que.

For example if a city had 50 points of production and was working on a 99 point project, 33 point of production could be used on the first project (for three turns) with 17 points going to the next project during that time.

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Reply #1 Top


I was thinking that instead of getting rid of the limit, just allow the excess production flow to the next project in the que.

End of quote

 

But then that production is just flowing into a sometimes never ending stream of minimum 3 turn buildings, so there's no real benefit, except maybe a free building after 20 turns of inflated production times for minor structures. There are a lot of resources to upgrade.

 

We're supposed to specialize in city types. There should be real benefit to investing a production city.

Even if a production city is able to produce a shrine in 1 turn, that's balanced by the fact that we're currently forced to upgrade resources through cities that arent specialized in production, so even some hapless Conclave with low production has to chug along producing resource buildings, instead of the buildings it needs to be the city it's supposed to be.

 

I just wish wild improvements could go back to a separate production process, and then you could balance the cost of the other things around however long you think they should take without having to compensate for all of those wild resources now gumming up the works as well.

Reply #2 Top

Mostly agree with Bing.  Nuke the 3-turn minimum.  Then maybe do something about wild resources.  I can think of lots of possibilites....

1:  Make wild resources count half labor (the other half being done by the pioneers in the city.

2:  Give us enough ways to speed a city's building so that wild improvements won't be such a drag.

3:  Reduce the build times of most wild improvements.

4:  Let us assign outposts to the cities we want (like in Galciv 2) instead of just the nearest.  Then we could exploit the system by assigning outputs during the build phase to our production city, then later assigning them to the cities that need the bonus.

I suggested #1 in another thread a while ago, but now I'm leaning toward #3, mostly because it should be easy and might have a better change of getting done in the beta-5 balance phase.

Reply #3 Top

I agree too. I struggle to see why they felt a 3 turn minimum was necessary.

If I have a super city with 150 production then yes indeed it SHOULD be able to build a cheap building in one turn! That is rather the point!

Reply #4 Top

I would really enjoy seeing the build time on cheap stuff set slightly up, and the minimum build time removed, even make me able to build 2 militias in one turn lategame would make me extremely happy :D

Right now I feel its necessary to micromanage all my cities with the rushing feature instead.

Sincerely
~ Kongdej