ok. Im just a little confused on the whole production factor of Call to Power. Say that your bringing in 200 production every turn. you have a support cost for your units that is 150. My question, is the unit support cost the only thing that costs you production. And if you have say from the example: 50 production left at the end of your turn would it be kept as " storage" or lost at the end of the turn. thanks
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production curiosity
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Production is what you use to build everything. Maintenance of units drains production. Saving for public works also drains production. Whatever is left over is what you have left to build units and improvements.“It is no use trying to 'see through' first principles. If you see through everything, then everything is transparent. But a wholly transparent world is an invisible world. To 'see through' all things is the same as not to see.”
― C.S. Lewis, The Abolition of Man
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This is very complicate ...
1) A city produce a fixed amount of production each turn.
2) The amount is modified by building.
3) This amount is modified by the worked time per day.
The base worked time per day is 8h / day ( + 0 % production modifier.)
You can modify this time by step of 2 hours :
-/+ 2h/day = -/+25 % production
4) Your kind of gouvernment give extra production for each working people (depending on gouvernment and worked time per day).
5) Enemies can stealyou production.
6) Criminality steal you production (criminality is high on low happy city).
7) Army cost you a percentage of production.
8) Public work cost you a percentage of production.Zobo Ze Warrior
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Your brain is your worst enemy!
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I don't know SLIC too much, but there is a variable named but undocumented that maybe is what you want:
city.buildingpop (maybe is when the window city status open)
Other thing I've noted is that in the city status the tab are named like the city variables:
[name], size (population), food, [production], [gold], [science], happiness, producing (building), [turns to build], rush buy(overtime cost)
some are documented but others not! I think that somewhere this values must be saved
I read somewhere that you can also access the UI Component from the program, like in the triggers
Trigger 'MyTrigger' on "ControlPanelWindow.CityUnitSelectedTabGroup.Macrot ab" when (g.player == g.tutorialplayer ) {
commans
}
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Finally maybe there are some stuff in the middle of the strings variable that I never see documented (maybe 'coz you can use inside the SLIC) but that makes sense for a multiplayer game:
strings.system.requestdenied
strings.system.kicked
strings.system.gamesetup
strings.system.gameenter
strings.system.gamehost
strings.system.gamecreate
strings.system.launched
strings.playstylevalues
strings.ppt
strings.playstyles
strings.system.donhavecd
strings.system.readytolaunch
strings.customrules
strings.excludedunitinfo
strings.excludedimprovementinfo
strings.excludedwonderinfo
strings.dynamicjoin
strings.handicapping
strings.goldinfo
strings.pwinfo
strings.bloodlust
strings.pollution
strings.mapsize
strings.mapsizestrings
strings.privatemessage
strings.teammessage
strings.email
strings.hotseat
... much more
Maybe is just trash but hope it help you
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Maybe Fuzzball can understand this strings with his proyect to make PBEM and Internet game interchangeable
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Thanx Berxpert. I think some of this information will definitely come in handy when I get back around to that Pbem/Multiplayer project. I've sidelined it for a while though, as I really have to finish a ctp mod I promised some friends of mine about hmmmm.......3 months ago? Maybe longer....heheBut there's always one more thing I want to change....and somehow I've killed the whole mod trying change just that one thing so many times
Soon guys...I promise...soon....
Live EVERY day like it's the best day of your life, and it will be.
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Re: production curiosity
Originally posted by ww2vet
... Say that your bringing in 200 production every turn. you have a support cost for your units that is 150. My question, is the unit support cost the only thing that costs you production?
Now, this is the question!I'll keep it simple
Answer: No, the unit support cost is NOT the only thing that costs you production. There are other factors to consider:
- Public Works (%) come from production you set aside for tile improvements.
- Crime rate affects your production negatively.
- As Zobo points out, your opponents can 'steal' a percentage of your production by making use of Corporate Branches and Subneural Ads.
Originally posted by ww2vet
... And if you have say from the example: 50 production left at the end of your turn would it be kept as " storage" or lost at the end of the turn. thanks"I'm an engineer. I make slides that people can't read. Sometimes I eat donuts." - Alice
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Originally posted by ww2vet
I thought that public works came from gold that youset aside.
I'm so confused.
Actually, you can allocate a percentage of your surplus gold to science. Keep in mind that at the beginning of each turn, improvements upkeep costs are deducted from your entire gold income."I'm an engineer. I make slides that people can't read. Sometimes I eat donuts." - Alice
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