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Q on Reading Production & Increasing Prod'n - Do empty queues do anything?

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  • Q on Reading Production & Increasing Prod'n - Do empty queues do anything?

    I'm having trouble keeping track of whether I have enough production for my units. Can someone translate the civilization government numbers on production vor me? I think I get the food and gold ones (or not).

    Can I do anything with a city that I don't want to produce buildings or units with? If I leave the queue empty does that production go to overall production, or is it lost?

    Also, it seems that if I just say no to ending turn with insufficient resources, I get to the next move without losing units - even if I don't add more production anywhere. Is this correct? Or am I just feverish.
    Many are cold, but few are frozen.No more durrian, please. On On!

  • #2
    Re: Q on Reading Production & Increasing Prod'n - Do empty queues do anything?

    Originally posted by Changmai Beagle
    I'm having trouble keeping track of whether I have enough production for my units. Can someone translate the civilization government numbers on production vor me? I think I get the food and gold ones (or not).
    Ive never had units disband automatically until I had 99% military support (in advisor in unit manager), those warnings about unit support pop up when you use 100% Public Works (PW) tax sometimes, which is wrong.

    Can I do anything with a city that I don't want to produce buildings or units with? If I leave the queue empty does that production go to overall production, or is it lost?
    If you leave the queue empty no production will be spent on city builds, which is a waste. The only way an empty queue in a city would not be a waste is if your PW tax was at 100%, which means all production from ALL cities goes to PW anyway.

    Less of a waste might be lots of scientist specialists in that city, this would slow down production so much it would hardly be worth building anything in that city anyway.

    Other options are to build infrastructure (converts city production to PW) or capitalization (converts city production to gold). These arent highly efficient either, since both convert at 50% for all governments I think, at least in the unmodded game. So a city with 300 production on infrastructure converts to 150 PW each turn. The advantage is if you have a big production city you can generate lots of PW without using any PW tax on the rest of your cities slowing them down.

    Also, it seems that if I just say no to ending turn with insufficient resources, I get to the next move without losing units - even if I don't add more production anywhere. Is this correct? Or am I just feverish.
    Thats about right, those warnings appear for nothing most of the time.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • #3
      Thanks. I'm playing Cradle, which may have changed something - but I can't seem to find infrastructure or capitalization on the build menu. I was looking to do that. Are they somewhere obscure? (Or hiding in plain sight?)
      Many are cold, but few are frozen.No more durrian, please. On On!

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      • #4
        You need to research the techs that enable them first, which are a bit into the game in Cradle. Infrastructure is enabled at Masonry and Capitalization at Oligarchy.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

        Comment

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