(September 10th, 2016, 20:32)Tiltowait Wrote: The "productivity loss" is so small as to be negligible. It's not worth the cognitive load to mess around with stuff like this more than necessary.
It's an average of half a turn's production per building. If we ballpark 25 buildings per city, that's over 12 full turns of production lost per game, across all cities. It's actually rather more than that, because you lose a full turn's production every time you buy a building, in addition to the purchase price. Plus the research lost every time you research a spell without rebalancing the sliders. I don't consider those losses 'negligible', though of course everyone can decide that for themselves. Personally, I take the view that games should automate these sorts of 'no-brainer' actions, rather than penalizing the efficiency of those who don't want to bother with them.
Quote:You do know there's an in-game spreadsheet that lets you view your cities and change their production, right? Right click on the cities to get the production menu. You can also use X and some other key in the production view to rotate between your towns. This helps a lot with managing your cities.
Yep, I know about those, though I can't find the 'previous city' counterpart to 'X'. You can't adjust farmers/workers from there, though.