Is this something that a modder could do? I know in other 4x games, the modding community has been able to make unofficial patches to fix major design oversights.
Cookar
As the title says. Even in a game where you can micromanage each individual city/planet, the idea of micromanaging to avoid wasted production is antiquated. In a game where you set sliders at a macro level and hope you aren't wasting too much? Crazy. I've tested this and it doesn't overflow for ships or improvements. You also still PAY for the production that is wasted! This is a mind boggling design decision that should be changed with the next
I just tested this with ships. A self designed small colony ship costs 90 production. My planet was producing 113 per turn. It completed one and the next turn I put the colony to an emphasis on research, dropping its production to 85. The build time then was 2 turns. If my 23 production had been carried over it would have still been a 1 turn deal (23 +85>90). So either that patch was reverted, or it never actually went in. Am I still paying for
I'm completely new to this series, having just bought it on Steam the other day. I'm not new to the genre. I'm trying to understand what happens to leftover production when a ship or improvement is completed. For instance, if a unit costs 100 production and I add 20 production to it on a turn on which I had already invested 99 previously, what happens to the 19 "extra" production. Similarly, I would like to know what happens to leftover research when a tech