October 30th, 2010, 11:32
(This post was last modified: November 7th, 2010, 01:55 by Catwalk.)
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Rushing production
No progress = 5gc per production point
Less than 1/3 progress = 4gc per production point
More than 1/3 progress = 3gc per production point.
Production loophole
After buying any item you'll be unable to change to a new item, meaning you have to finish it.
Wasted production
Any surplus production is carried over to your next project automatically.
I don't like how easy it is to rush production in MoM. Partly because money is so plentiful, and partly because of the loophole that lets you evade the cost penalties when you're less than 1/3 done with a project.
It seems to be realistic to change the costs, less realistic to change the cost brackets. It also seems to be realistic to close the loophole of buying spearmen, changing to barracks, buying, changing, etc.
I also want to make it possible for production points to carry over from one project to the next. This also seems to be possible according to a guy named TRAC who promised to do it for me over half a year ago I still hope he'll get back to me on it.
November 7th, 2010, 01:55
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Updated this a little bit, please comment.
November 17th, 2010, 13:43
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Another priority of mine, which kyrub doesn't care one bit for :P, is to make the terrain bonus multiplicative with building bonuses rather than additive. This means that a 50% production bonus from terrain will actually be a 50% bonus after all buildings are applied. If you have a full production bonus of +150% (sawmill, foresters guild, miners guild, mechanicians guild) and your base production is 20, additive gives you total production of 60 (10 from terrain) and multiplicative gives you total production of 75 (25 from terrain). I think the additive method is a big part of why terrain is so boring in MoM. It's all about food, production bonuses are largely irrelevant.
November 26th, 2010, 09:17
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These are all good ideas and I support them.
In addition:
1. I propose that on impossible level only, make production change impossible unless 0 production is ready or being forced to change. I think AI seldom changes production half way and so humans should follow. Also it adds extra challenge, lowers micromanagement and encourages long term planning and defenses. The counterargument would be: Oh my gosh, I am being attacked and I am not prepared. Well, then donât play impossible level!
2. Something should be done about the motivation to micromanage all cities in every turn. Maybe allowing partial production in cities and not rounding would help. Such as, each worker producing 1.45 hammers, not 1, 2, 3, etc. Every worker and farmer should have the exact same output in a single city in a given turn, etc. It is very time consuming to click them one by one and try to maximize on the rounding effect and bonus effects. And yet, thatâs what you should do if you want to play well in current setting.
November 26th, 2010, 09:58
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I'm indifferent about the rule banning production change. If there's general approval of it and it's easy to implement, sure.
I agree that micro management should be lowered considerably. I'm guessing that storing exact production values might be difficult, and representing them properly in-game might also be difficult.
If it's possible, how about 1 production per farmer and 4 per worker? We'd then simply have to double the production cost of everything and all that's changed is that we've gotten rid of the rounding problem with farmers. It'd probably also affect unit gold upkeep, but that could be a good thing.
Most micro management is a result of either farmer production or excess production not carrying over. If we fix those, I don't think micro management will be much of an issue at all.
September 17th, 2011, 15:03
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If it's easy to make it impossible to stop production change after rushing, I'd like that. Also, how about raising farmer production to 1 and worker production to 3 (4 for dwarves, 5 for klackons)? Would do away with the need to micro manage farmers in your cities every turn or lose out.
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Yet another idea (let me know when I should stop):
Can we mess about with the production values of farmers and workers? For example, let dwarf farmers produce 1.5 food and 1 hammer. Klackons could be given 4 food and no hammers per farmer. Would make races more interesting IMO.
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Quote:Also, how about raising farmer production to 1 and worker production to 3 (4 for dwarves, 5 for klackons)? Would do away with the need to micro manage farmers in your cities every turn or lose out.
Sadly, thats not the case.
50% bonus would still make 1.5 hammers per farmer.
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I explained that wrong. I meant going from 2 food and ½ hammer per dwarf farmer to 1½ food and 1 hammer per dwarf farmer. The 50% bonus only currently applies to dwarf workers.
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Catwalk Wrote:Yet another idea (let me know when I should stop) OK, I have that bit found. Easy to change, relatively. Klackons, Dwarves, normal etc.
Now, give me a clear idea of what is your plan. Instead of 3 ideas that counter each other.
(Also, on Dragonsword forums, you used to suggest a change of % for mountains. And increase food for sea and tundra, btw. Is this still on?)
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