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  • Power!hammers Are Decreasing

    hello!

    please i want to ask something!
    i have noticed something which i dont have an explanation.when i m building an improvement which provides power,although i have the requirement resource(coal,uranium)the city provides power,then after 2 or 3 turns the hammer production decreases!
    i dont know what to do ,where to look.in that city of course i have already built the factory.
    for example,i had factory in a city,hammer production 45.
    after the coal plant have been built,the hammer increased to 75(approximately),then after a few turns this is falling down,and even 45 hammers.
    i have the save file for anyone who might be interested to help to see it.
    ending my question,can anyone assist me please in what exactly the power do?

  • #2
    The only thing I can think of is that you city governour changes the tiles that are worked on.

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    • #3
      If you move the mouse pointer over the hammer icon next to the production bar while in the city screen you'll be given a precise hammer production breakdown, that should help you figure out if there's something wrong.

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      • #4
        I think it is a hammer carryover issue.

        When you build something, if the last production turn doesn't use all hammers, they are reported to your next project. When you open the city screen, you see then a bigger production number. However, after these hammers have been added to the new project, the city returns to its normal production.

        So, the high production period lasts only one turn, and is caused by the hammers unused for the production of your power plant.

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        • #5
          Carryover seems to be a rather under-documented feature. It's definitely not mentioned anywhere in the front of the manual, and I couldn't find anything about it in the 'paedia. It can definitely give a misleading impression about your city's production capabilities when you are picking out something new to build.
          O'Neill: I'm telling you Teal'c, if we don't find a way out of this soon, I'm gonna lose it.

          Lose it. It means, Go crazy. Nuts. Insane. Bonzo. No longer in possession of one's faculties. Three fries short of a Happy Meal. WACKO!

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          • #6
            no, the number of turns report is always arcurrate.

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            • #7
              The number of turns report is always accurate but the number of turns can vary if there is a carryover of hammers from a previous project.

              I don't know the exact method used but I have witnessed a unit varying in number of turns to completion without changing the number of hammers the city was bringing in. I had a city building missionaries, the build queue indicated the first would take 4 turns, on the 4th turn I finished chopping a forest. The next turn the missionary was completed and the build queue indicated it would take 1 turn to complete another. When that one was completed it indicate the 3rd would once again take 4 turns.

              I don't know if this has anything to do with what aracuan_76 is witnessing but it it is an example of hammers carrying over
              War does not determine who is right, only who is left. -- Anonymous

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              • #8
                He probably meant if you were doing the calc manually rather than actually queueing the items up to see how long they would take to complete. I do this sometimes but have learned to get the popup of hammers so that I get a true count of yearly hammers.

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                • #9
                  Teaster, in your game what happened with those missionaries was carryover. You spent 4 turns building the missionary. On the 4th turn, you added 30+ hammers to the production total by chopping that forest, pushing it well over what was required to build. So, all those extra hammers were added into the next one. Then on the next one, all the leftover hammers plus one turn of production was enough to build the second, so it comes out one turn later. By the third you were back to normal production totals and thus it took 4 turns.
                  Age and treachery will defeat youth and skill every time.

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                  • #10
                    That's what I thought, good to know. Originally I was reluctant to chop because I thought the hammers would be wasted if there were more than necessary to complete what I was building
                    War does not determine who is right, only who is left. -- Anonymous

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                    • #11
                      Yeah, Carryover is done in a poor way. It should really be marked on the city overview as different from the production (you can't see the difference without opening the full-screen window for a city). Also, the production bar could certainly show what was coming from carry-over and what wasn't using slightly different colors.

                      -Drachasor
                      "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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                      • #12
                        Too, if something could be done to limit abuses...
                        For example you are aggressive, build a barracks (two times quicker). The production is about 50/60. If you chop a tree, it will give at max 60 hammers (less in reality) that carry over to sth other than Barracks.

                        I m not sure for the numbers but I feel there is an abuse somewhere!

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                        • #13
                          I agree, that very thing was confusing the hell out of me in my first three games. I didn't really seem to notice it until later on in the game.. probably because that's the time when my cities are so large that I can chop within my cultural boundaries but not within my city boundaries.

                          Sometimes my city would say it was at 40-50 production and then I'd decide to build a large building or a wonder in the city with the greatest production.. then I'd go check what was taking so long and I find out the city is actually at 20-30 production instead!

                          I finally figured it out in the last game that I played, because it was OCC and I was paying more attention to that one single city.

                          Overflow production really shouldn't be combined with normal production rate. It's irritating.

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                          • #14
                            I agree with you there. I found one place where it gives you the true value: under the F1 City Advisor it will list the true per-turn production of each city. In the full city view screen it just seems to tell you how many hammers are being added this turn. That number probably also changes if you chop a forest or two during the turn as well.
                            Age and treachery will defeat youth and skill every time.

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                            • #15
                              Actually, in city view,if you mouse over where it shows the number of hammers you will produce it will give you a popup that shows the exact breakdown of where the hammers are coming from.

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