Had a few thoughts about the production queue, specifically with those items that receive a bonus to production.
How does Civ4 handle carry-over production? I know that I have had situations where my production carries over from one turn to another (say when you have just finished a big project like a wonder) and speeds up the production of the next unit.
Is it possible for instance to "stack the queue"? Could I bulid say a temple as a spiritual Civ, chop 2 trees 1 turn before it is finished to generate a large surplus of hammers (at +100% due to my trait bonus as spiritual) and spill over a large number of hammers into the production of a settler?
From the looks of it the number of hammers generated is determined by the bonus on the turn that you are building the improvement or unit. I am going to do a little testing this evening to confirm it, but if it does handle it this way has some interesting potential for increasing production speed on units in particular.
--edit--
It looks like there is some sort of carryover reduction for certain overflow builds, although it is not clear from the limited tests I have conducted exactly what mechanism is used to decide the carry over. If you look at the numbers after a substantial amount of production has overflowed, you can see that the build overflow is modified (message reads "-6 production for current build overflow correction in my test case for instance)
Carry over production seems to be limited to X, where X is the total value of the previous improvement/unit. So if you build a temple with 200 carryover, the next turn 80 (the cost of a temple) appears in the "carry over from previous turn" section of the mouseover tooltip.
I need to conduct some additional testing. At the moment Civ specific bonuses (like Industrious building wonders, or spiritual building temples) seem to be treated differently for carryover than those granted by buildings (forge) or civics (organized religion) which are again different from the bonus granted by resources (oracle built with marble.)
How does Civ4 handle carry-over production? I know that I have had situations where my production carries over from one turn to another (say when you have just finished a big project like a wonder) and speeds up the production of the next unit.
Is it possible for instance to "stack the queue"? Could I bulid say a temple as a spiritual Civ, chop 2 trees 1 turn before it is finished to generate a large surplus of hammers (at +100% due to my trait bonus as spiritual) and spill over a large number of hammers into the production of a settler?
From the looks of it the number of hammers generated is determined by the bonus on the turn that you are building the improvement or unit. I am going to do a little testing this evening to confirm it, but if it does handle it this way has some interesting potential for increasing production speed on units in particular.
--edit--
It looks like there is some sort of carryover reduction for certain overflow builds, although it is not clear from the limited tests I have conducted exactly what mechanism is used to decide the carry over. If you look at the numbers after a substantial amount of production has overflowed, you can see that the build overflow is modified (message reads "-6 production for current build overflow correction in my test case for instance)
Carry over production seems to be limited to X, where X is the total value of the previous improvement/unit. So if you build a temple with 200 carryover, the next turn 80 (the cost of a temple) appears in the "carry over from previous turn" section of the mouseover tooltip.
I need to conduct some additional testing. At the moment Civ specific bonuses (like Industrious building wonders, or spiritual building temples) seem to be treated differently for carryover than those granted by buildings (forge) or civics (organized religion) which are again different from the bonus granted by resources (oracle built with marble.)
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