Announcement

Collapse
No announcement yet.

Q about production

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Q about production

    I looked through some data dumps but didn't find this info there, so I'd like to ask here how the planet production queue is handled, and hope it's not the odd way which is used in most other cases. Like in Civ for example when you would have enough output to produce 2 units but for some odd reason they stop after the first and wait till next year to start with another.

    So assuming I get directly involved and tell a planet to build 2 smaller ships and there are enough production points per turn to build both, will I have my two shiny new ships the very next turn?

  • #2
    prod penalty?

    Will there be any penalty for changing from one type of production to another (a la Civ) or will it be free to switch production (a la MOO2)?
    "God does not play dice." - Albert Einstein.
    "Einstein was wrong. Not only does God play dice, but the dice are loaded!" - Erwin Schroedinger

    Comment


    • #3
      First off, there are multiple build queues per planet...you don't build warships in the same queue as you do new buildings, for instance.

      That said, yes, if there's enough money to finish two items in a turn, AND neither item has any restrictions on how fast it can be produced (the "nine women can't make a baby in one month" rule), then yes, you'll get both items done that turn.

      The "switching production types" doesn't apply because of the multiple build queues. If you remove the first item in a build queue entirely, then you lose all the money you'd put into building it. If you merely bump it down to a later position, though, you don't lose any of the investment (but it stays tied to that item, it isn't shifted to the new first item in the queue).
      Last edited by Stormhound; February 28, 2002, 13:36.
      If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

      Former member, MOO3 Road Kill...er, Crew

      Comment


      • #4
        Excellent...

        Thank you for the enlightening reply Stormhound. This does seem like a much more realistic production process. In World War II, the US would not be able to switch production between the Manhatten Project and the building of the Liberty ships... and its great that what is put into one thing will not be shifted to other projects.
        "God does not play dice." - Albert Einstein.
        "Einstein was wrong. Not only does God play dice, but the dice are loaded!" - Erwin Schroedinger

        Comment


        • #5
          Originally posted by Stormhound
          First off, there are multiple build queues per planet...you don't build warships in the same queue as you do new buildings, for instance.

          That said, yes, if there's enough money to finish two items in a turn, AND neither item has any restrictions on how fast it can be produced (the "nine women can't make a baby in one month" rule), then yes, you'll get both items done that turn.
          So, how's it going to be built? In MOO2, all you needed to do was to put some popualtion on industry, and that was waht said how long would something take to produce. How different is it going to be in MOO3? Or is it with pop too?
          "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
          Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
          Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
          Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

          Comment


          • #6
            To start with, you get a very low base level of production just from having people on the planet (and no, you don't have to shift people around between jobs as in MOO2).

            To improve that, you build one or more Manufacturing DEAs (DEA = Dominant Economic Activity...think of it as zoning). That improves your production rate for the planet.

            Then you can build various buildings (as you discover the required tech) inside the DEA which further boost production.

            That's part of the equation; the other part is money. Your "production base" determines how efficiently your money gets spent; you can "overdrive" your production but it costs you increasingly more to do so. So if you have lots of cash but a low production rate, you can burn through the cash to make up for it. If you don't have much cash, though, you won't be able to produce much regardless.

            That's about as detailed as I can get for you at this point. It's a much more intricate system than in prior MOOs.
            If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

            Former member, MOO3 Road Kill...er, Crew

            Comment


            • #7
              How about if I run out of money?
              Will it halt production, as if I pushed something down the queue, and keep its production for later, or will I lose it all?
              "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
              Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
              Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
              Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

              Comment


              • #8
                It'll just halt production and wait for money to show up so it can resume.
                If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                Former member, MOO3 Road Kill...er, Crew

                Comment


                • #9
                  Originally posted by Stormhound
                  the "nine women can't make a baby in one month" rule



                  For some reason, that struck me as really funny!!
                  I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                  Comment


                  • #10
                    Me too. It's just one example of why I enjoyed so much my first opportunity to read Alan's design work (he loves little quotes like that), and eventually to join the design team. It's been a whole lot of fun playing around inside the workings of his mind, and we've complemented each other's styles pretty nicely.
                    If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                    Former member, MOO3 Road Kill...er, Crew

                    Comment


                    • #11
                      this has probably been anwered before but:

                      can you still see your planets city area like in MOO2?

                      i heard somewhere there is regions on a planet, do they produce different things?
                      Just my 2p.
                      Which is more than a 2 cents, about one cent more.
                      Which shows you learn something every day.
                      formerlyanon@hotmail.com

                      Comment


                      • #12
                        It won't be quite like MOO2, no, but I can't give specifics.

                        The regions don't specifically produce different things (at least, not in the sense of production that we've been discussing here), but you can "zone" them differently (or all the same if you wish) to turn the overall output of the planet in different directions. Also, different regions can have different attributes and special bonuses.

                        It's really a pretty nifty system.
                        If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                        Former member, MOO3 Road Kill...er, Crew

                        Comment


                        • #13
                          Industrial Slums?

                          Would there be certain penalties for some areas as well? Perhaps your population would prefer to move out of an area zoned as heavy industrial in favor of an area zoned as garden or park (etc).
                          "God does not play dice." - Albert Einstein.
                          "Einstein was wrong. Not only does God play dice, but the dice are loaded!" - Erwin Schroedinger

                          Comment


                          • #14
                            There are never more than 12 regions on a planet, so regions are pretty big. People will move around for various reasons, but the "zoning" isn't generally one of them.
                            If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                            Former member, MOO3 Road Kill...er, Crew

                            Comment


                            • #15
                              Wow. Sounds like quite a lot has gone into this.
                              Can't wait to try it out.

                              Thanks for the updates!!!
                              If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

                              Comment

                              Working...
                              X