A way of using Surplus Production
Hi Guys,
I've sort of touched on the production issue in a previous thread, but not on this specific issue.
My ideas concerning city production are as follows
1) Cities should be able to build multiple improvements (eg multiple factories, multiple temples etc.). The # of improvements would be limited by Population size and each new improvement would suffer from "The Law of Diminishing Returns"
2) Cities should be able to have at least 2 build queues each. At least 1 for civilian improvements and units(settlers/workers) and 1 for military improvements and units (available upon building a barracks?). Ideally, I think that coastal cities should have a 3rd queue for building naval units (once they've built the appropriate facilities) and possibly a 4th build queue could become available when you discover Flight (but I'd be happy with even just 2!!)
This wouldn't unbalance the game as much as people think, as you'd still need the money to support all of these units and because, when you have more than 1 build queue operating, they should all build below optimum speed (as they all share some common facilities)
3) Cities with a large surplus of "Shields", should be able to "Vector" them to another city. This would be useful for helping new cities become developed more quickly. Limitations should exist, like multiple cities vectoring to a single city should suffer from diminishing returns (see above), and their should be some transfer loss between cities. This would essentially make production shields a regional "Resource" just like coal, oil or iron (and yes you should be able to sell surplus shields at rock-bottom prices!)
4) Lastly: Ralf, the Manhattan project took only a few years to complete (which is about 3 turns), but of course they had the entire nation working on it. This is how I believe WOnders SHOULD work. A single city alone should take forever to build a wonder, but with other cities loaning surplus "Shields" that city should be able to build the wonder more quickly.
The_Aussie_Lurker.
Hi Guys,
I've sort of touched on the production issue in a previous thread, but not on this specific issue.
My ideas concerning city production are as follows
1) Cities should be able to build multiple improvements (eg multiple factories, multiple temples etc.). The # of improvements would be limited by Population size and each new improvement would suffer from "The Law of Diminishing Returns"
2) Cities should be able to have at least 2 build queues each. At least 1 for civilian improvements and units(settlers/workers) and 1 for military improvements and units (available upon building a barracks?). Ideally, I think that coastal cities should have a 3rd queue for building naval units (once they've built the appropriate facilities) and possibly a 4th build queue could become available when you discover Flight (but I'd be happy with even just 2!!)
This wouldn't unbalance the game as much as people think, as you'd still need the money to support all of these units and because, when you have more than 1 build queue operating, they should all build below optimum speed (as they all share some common facilities)
3) Cities with a large surplus of "Shields", should be able to "Vector" them to another city. This would be useful for helping new cities become developed more quickly. Limitations should exist, like multiple cities vectoring to a single city should suffer from diminishing returns (see above), and their should be some transfer loss between cities. This would essentially make production shields a regional "Resource" just like coal, oil or iron (and yes you should be able to sell surplus shields at rock-bottom prices!)
4) Lastly: Ralf, the Manhattan project took only a few years to complete (which is about 3 turns), but of course they had the entire nation working on it. This is how I believe WOnders SHOULD work. A single city alone should take forever to build a wonder, but with other cities loaning surplus "Shields" that city should be able to build the wonder more quickly.
The_Aussie_Lurker.
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