As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Production

Yeah, I'm still interested in changing terrain stats. We should probably wait with those, they're a fairly independent set of changes that don't change overall balance much. Not sure what I want to change as far as racial production factors go, just wanted to toss out the idea. I still *really* want to change the production function so terrain and buildings compound each other, but you hated it and said it was way difficult to do. /nick Sadwalk
:neenernee

Rush buy laddering - is no more possible. I have even added a small red message, saying the player has to wait until next turn to change the production.

Wasted production was taken care of, along with cost brackets for rushing.
I have looked into that terrain and building combination and it is possible. But you'd have to sacrifice the detailed production analysis, since that will give nonsense nubmers (and I don't see how to change it without spending two days on it, which I won't).

Speaking of micromanagement issues, there is no solution to it. I thought I could alternate turns where you receive +1 hammer / + 0 hammer to offset the 1/2 production per farmer, but then we run into the problems with determining ETA. Doubling hammer values is impossible, due to the format of city data (also: no production cost > 250!) and I won't never ever do myself the pain to rework the city data. Long story short, it's a bit hopeless. And restricting your unit plans, I guess.

Excellent news thumbsup Very big improvements, I'm thankful for those. I'd be very interested in the terrain/building compounding if it's manageable. I don't mind sacrificing the production breakdown, would there be any way to hide it entirely or should we just inform the player that it's useless? No worries about micro management, that was a small one.



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