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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:12
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Whether it’s a city-improvement or unit, something rather strange happens when you finish building it. You loose all the shields which are in account and nothing is left over. The building of a temple takes 160 shields. When you’re producing 34 shields per turn it takes you 5 terms to build it. But 5 x 34 = 170. When you’ve finished the temple there are no 10 shields left over in the “shieldbox”in the city-screen. They’re just gone. You always start building something new with a clean slate. No plus, and, actually when I come to think of it now while writing this, no minus either.
And the same goes for the “production” of civil advances/sciences.
And that’s strange. In the granarybox all production is neatly added up. You don’t have to set an explicit goal like in civil advancement and city-improvement. It is production without that, no production when reaching a new level (city seize) is ever lost, as if populationgrow just happens.
But then again, and that’s my point, why not have “left-over” production in civil advancement and city-improvement which is used for the next thing coming. 5 x 34 – 160 = 10 left-over shields. And all left-vers from several building projects may add up that much together, that it could mean that after having completed a project the shieldbox maybe that filled, that the next project may only take one turn to build.
It could increase over-all production by 5 to 10 %. And that’s 2 or 3 new ?! city-improvements, or 4 or 5 units, or 7 or 8 new ?! civil advancements/sciences.
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jglidewell
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manassas va usa
Feb 2001 time: 00:12
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You should have left over, until the discovery of 'recycle'
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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:12
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quote:

Originally posted by SerapisIV on 04-09-2001 01:56 PMWhat about units that cost 30 (spys) and you have a 60+ shield city? Do you produce two at once?
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Just a bit of calculus.
If you're shieldproduction is 60+ and you would choose to produce a spy, the next turn you're shieldbox will be filled with 60 - 30 = 30 shields, that is within CIV-II terms. For the next turn you will have 30 + 60 = 90 shields at your disposal.
I like the idea of turning out 2 units within one turn. In wartime (and also peacetime, what about two pioneers or settlers) that could be pretty useful. If there are that much resources at hand why not be able to use them fully.
It should be given as a choice to do so, and shouldn't be something which happens automatically.
Allthough it is of topic the idea brought the next thought to my mind.
Having the choice to build two units within one term would also include the possibility (though I think productionconditions won't be that good that such an event will ever appear in the game and most certainly not in the endgame) to build a library and a temple, or maybe even two temple's or two libraries, whatever !! within one term.
Strange notion though, though not unreal. Why not have the possibility to have a city with two cathedrals or universities or factories . . . The effect of two similar city-improvements within one city shouldn't be double but threefold. Cities could become real specialized with that feature.
Maybe when economics is developed you could choose to capitalize those shield.
Or with somekind of governmentsytem to be turned over to other cities to support them, or support of the poor in your own city with civil unhappiness or uproar.
Though, I must say, they're all ideas I shall need to get used to.
[This message has been edited by Vrank Prins (edited April 10, 2001).]
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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:12
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quote:

Originally posted by Vrank Prins on 04-10-2001 03:45 AM
Allthough it is of topic the idea brought the next thought to my mind.
Having the choice to build two units within one term would also include the possibility (though I think productionconditions won't be that good that such an event will ever appear in the game and most certainly not in the endgame) to build a library and a temple, or maybe even two temple's or two libraries, whatever !! within one term.
Strange notion though, though not unreal. Why not have the possibility to have a city with two cathedrals or universities or factories . . . The effect of two similar city-improvements within one city shouldn't be double but threefold. Cities could become real specialized with that feature.
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I think this would seriously unbalance the game, having a city with 3 factories, turning out 4 tanks a turn. Thats the whole point of manufacturing plants, that add an improvement to the factory. Also, I think by weighting the factories to shields already this idea is already included. A city can only improve their shield production (already having a factory) by growing, thereby using more tile shields. Having 5 factories without population to run them is a waste. True, this doesn't mention the huge end game cities of 20+ pop, but how much manufacturing does NYC or Hong Kong have? As cities become larger, they become more centers of service industries, finance, etc. Look at Detroit, the city just dropped below 1 million people and manufacturing is going down as factories move. I'm against more then one factory, population restricts further shield gorwth and I think thats enough for now
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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:12
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I was just thinking what would happen to the rushbuildpenalty if you need to "buy" instantly a cathedral or colosseum when one of your cities is in uproar.
Now you get a penalty of four times the actual prize if you buy one from scratch and there's nothing in the shieldbox, and of double the prize if you had already started building things. I think that with only left-overs shields in the box, in a start to build situation, that should stay. But ofcourse, minus what's already in the box.
The changepenalty should have its normal effect on the left-overs.
Maybe the difference between left-overs and normal production should be visualized with slightly different colours.
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