May 28, 2003, 18:06
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#1
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Local Time: 21:32
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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Question about production and shield loss
Let's say I have a city that produces 7 shields per turn, and I want to build a unit that costs 10 shields.
What happens to 4 the extra shields produced to make the 10 shield unit? (2 turns x 7 shields per turn -10 = 4 extra shields)
Are they just gone, or do you get an extra one gold for every extra shield produced?
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May 28, 2003, 19:27
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#2
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Warlord
Local Time: 18:32
Local Date: November 1, 2010
Join Date: Jan 2003
Location: North CA
Posts: 176
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/me thinks they just disappear, but advises you not to quote him on that
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May 28, 2003, 21:35
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#3
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King
Local Time: 21:32
Local Date: November 1, 2010
Join Date: Jun 2000
Location: of less than all that I see
Posts: 1,055
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as with any surplus produced by a particular city (food when about to grow, beakers at the moment of a new tech, production used for the construction of anything, luxuries over 2 goblets per citizen), any surplus is wasted (truncated if you will ) and thrown away.
There inlies the basis for micromanagement
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May 28, 2003, 22:49
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#4
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King
Local Time: 21:32
Local Date: November 1, 2010
Join Date: Aug 2000
Location: Ad Rock
Posts: 2,665
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What SCG said.
Therein lies the basis of incremental rushbuying, to be more specific. Your 7 shield city would be better served to build Horsemen instead of Warriors, thereby building 1 every 3 turns with only 1 shield wasted.
(... or Labourers as opposed to Labour Brigades, as the case may be )
Similarly, you would build a 30 shield unit by letting 7 shields fill the box in 1 turn, rushing 3 shields, and then let the city finish building the unit in 3 more turns with 1 shield waste. Built without rushing, it would take 5 turns and waste 5 shields
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May 28, 2003, 23:40
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#5
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Local Time: 21:32
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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That's what I figured it was, thanks for confirming that guys.
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May 29, 2003, 05:23
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#6
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Emperor
Local Time: 02:32
Local Date: November 2, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Memo on Micro-management
The quest to avoid shield wastage introduces the subject of micro-management. At the end of each turn scroll through every city to check the following:
1) Cities that will grow next turn - will they fall into disorder?
2) Resource management - placing workers on high production tiles, sometimes at the expense of temporary hunger, to achieve a build the next turn. Conversely, if too many shields are being produced, put workers on tiles to gain more food or trade.
3) Can cities be made to celebrate by the manipulation of squares worked?
After doing the above check the research position. If the last city in the build list (i.e. the first one built) is also the SSC there is a good chance some science will be wasted. For example, say current research costs 1000 beakers with your SSC producing 100. 900 are already present in F6 - 100 more beakers are needed for the advance to be completed. F5 shows the cities processed before the SSC are producing 99, which means that the SSC contributes one beaker usefully and wastes 99. In this case one of the smaller cities need one more beaker - usually one worker put out to sea. Then the secret of Flower Arranging is announced before the SSC has made its contribution and the capital's 100 beakers go towards the next advance.
That example was extreme and easy to resolve. Usually some compromise must be made with the Tax Rate - reducing/increasing science or gold to prevent excessive wastage.
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SG(2)
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May 30, 2003, 01:47
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#7
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Emperor
Local Time: 18:32
Local Date: November 1, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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This is why they call it a TBS game....... and why if you play with care.....the ai will never match your brains.....
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