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Yup, I witnessed the same phenomena.. I was building Adam's, Mongols completed it before me, I changed to MP which I didn't want and hoped to get a better wonder. When MP would have been done next turn I switched to 'Capitalization'. Then came 'Cure of cancer' which I wanted and went back to my city and all the shield where there!
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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You can switch production without penalty only between items of the same type. units, improvements, and others. Others include wonders, capitalization, and spaceship parts.
Caravans are a special case in that they can be used to build wonders at full value. You are more flexible if you build caravans in the city where you want to build the wonder, planning to apply them when you have enough. If needs change, like a defense emergency, the caravan can be changed to a unit without penalty. The only small negative is the rounding loss of production from building caravans. If you net 10 shields, for example, then there is no loss on a 50 shield caravan. Production of 17 shields is good with a loss of only 1 in three turns.
Also, I am convinced that the AI knows which wonders you are building, and will start on the same wonder if it can. Caravans keep your intent from the AI. I also try to start on the wonder I need least, attempting to mislead the AI. It works.
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Don Quixote
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geofelt is right on...Capitalization is considered a wonder by the game. The effect of switching between the two on production shields:
Unit -> Cap. 50% loss
Improvement -> Cap. 50% loss
Wonder -> Cap. NO LOSS
Likewise,
Cap. -> Unit 50% loss
Cap. -> Improvement 50% loss
Cap. -> Wonder NO LOSS
The interesting thing about this phenomena is that Capitalization turns current shield production into tax gold. Thus you are increasing net income of gold for you civ as a whole. If your city currently has 20 production shields, then 20 gold are received for each turn in Capitalization. If we consider Wonder Production, I believe 1 production shield costs you 4 gold if you choose to buy the Wonder. Thus Capitalization effectively gives you 5 (20/4) future shields per turn if you are storing the shields to build a Wonder.
Mathematical side note, effective shield production per turn, ESPt, of Capitalization is defined by the equation
ESPt = CPt/GSR
where CPt = City Shield Production per turn
GSR = Gold/Shield Transformation Ratio (=2 when buying Improvements, =3 when buying Units, =4 when buying Wonders)
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Edward
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Rufus T. Firefly,
The listed turns to complete capitalization don't mean anything.
As soon as you switch to capitalization, that city no longer accumulates shields ('though it does get to keep the shields that were in the production box when you made the switch). Until you switch to building something else, that city will never accumulate any more shields, nor will it ever "build" capitalization. You can keep "building" capitalization indefinitely.
Capitalization kicks in immediately, no matter how many shields are in the production box (even if there aren't any). If the city used to generate say 5 shields and 7 coins per turn, it will now generate 0 shields and 12 coins per turn.
I guess it was easier to program by giving capitalization an arbitrary cost like any other option rather than do some if/else boolean branching to deal with it. The turns to complete capitalization, while varying from city to city, mean nothing.
non-capitalization aside: I hope Civ3 lets you roll over your extra shields after building stuff. All this even/odd rush buy micromanagement makes my head hurt!
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