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  • Global managing of unit prod.

    Just thought of a little idea:

    In reality, from the moment a civilization is advanced enough, it doesn't really change anything if a tank is produced in New-York or Washington. So why not letting all the unit production to ONE SINGLE management panel? Of course, there would be two management panels if the empire is cut in two parts, three if cut in three and so on. Seems incredibly easy to implement.
    Go GalCiv, go! Go Society, go!

  • #2
    I think Civ-games should have military bases alongside cities. Cities are for industry, and conscripts, but the really good units must be trained at military bases.
    <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
    Play Bumps! No, wait, play Slings!

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    • #3
      why not require that military building improvements be built in cities, to build particular improvements: cities in civ aren't necessarily *just* a city... they can represent the environs too.

      What does this idea add to the game: separating the 'unit build queue' from the city? where will the units appear, and why?

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      • #4
        It adds that instead of going to each city to decide to do this or that, you have a total amount of shield to distribute on whattever you wish put on one single panel.
        Go GalCiv, go! Go Society, go!

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        • #5
          won't you still have to define where you want to produce the units and buildings??

          If the aim is to reduce micromanagement, by having an overview with flexible building options, why not have a national manager... and then select multiple cities, and be able to overwrite, or append the build options from there (including saved queues.)

          MrBaggins

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          • #6
            Good idea!

            Let's say that cities connected by Railroads and Highways can form a Production Pool, so that food and shield production is shared.

            Also, the surplus shields from the turn when a unit or a building should be added to the next thing produced in the city.
            The difference between industrial society and information society:
            In an industrial society you take a shower when you have come home from work.
            In an information society you take a shower before leaving for work.

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            • #7
              Originally posted by MrBaggins
              won't you still have to define where you want to produce the units and buildings??

              If the aim is to reduce micromanagement, by having an overview with flexible building options, why not have a national manager... and then select multiple cities, and be able to overwrite, or append the build options from there (including saved queues.)

              MrBaggins
              On of the points of all this is to NOT deal with location. I guess it would automatically (the AI) decide where units will appear. But if you wish to change their emplacement, well you have railroad... So it doesn't take a movement more. The AI could by default put stuff where there's the less defense and stuff like that.


              And I agree it could also be nice to finally see food shared also... But this would imply a system of population where population migrates and go on your territory which people judge more attractive (economy...).
              Go GalCiv, go! Go Society, go!

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              • #8
                You could set up a rally point (or several) and automatically have all built units go/be created there (MOO allowed to automatically relocate ships for example, but you needed to relocate each star to a chosen destination, which could be tiresome).
                Clash of Civilization team member
                (a civ-like game whose goal is low micromanagement and good AI)
                web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                • #9
                  Well, the factories build tanks and such, but the military bases produce soldiers to drive them. Maybe something like that would work. And the military bases would get better as time went by, and so would the factories.
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                  • #10
                    Well at an advance stage, as long as your total number of barracks is enough for the training, you need no limit about from where is produced what. You only need to bring your future soldiers where is the training field!!
                    Go GalCiv, go! Go Society, go!

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