Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civilization Series-General > Global managing of unit prod.
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:25
  Old Post 04-02-2003 03:22
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Global managing of unit prod. Suffering from ads?

Just thought of a little idea:

In reality, from the moment a civilization is advanced enough, it doesn't really change anything if a tank is produced in New-York or Washington. So why not letting all the unit production to ONE SINGLE management panel? Of course, there would be two management panels if the empire is cut in two parts, three if cut in three and so on. Seems incredibly easy to implement.

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:25
  Old Post 04-02-2003 03:56 Visit Lemmy's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Browse Apolyton AD-FREE

I think Civ-games should have military bases alongside cities. Cities are for industry, and conscripts, but the really good units must be trained at military bases.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:25
  Old Post 04-02-2003 06:07
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Browse Apolyton AD-FREE

why not require that military building improvements be built in cities, to build particular improvements: cities in civ aren't necessarily *just* a city... they can represent the environs too.

What does this idea add to the game: separating the 'unit build queue' from the city? where will the units appear, and why?

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:25
  Old Post 04-02-2003 07:15
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

It adds that instead of going to each city to decide to do this or that, you have a total amount of shield to distribute on whattever you wish put on one single panel.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:25
  Old Post 04-02-2003 07:23
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

won't you still have to define where you want to produce the units and buildings??

If the aim is to reduce micromanagement, by having an overview with flexible building options, why not have a national manager... and then select multiple cities, and be able to overwrite, or append the build options from there (including saved queues.)

MrBaggins

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:25
  Old Post 04-02-2003 20:00
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Browse Apolyton AD-FREE

Good idea!

Let's say that cities connected by Railroads and Highways can form a Production Pool, so that food and shield production is shared.

Also, the surplus shields from the turn when a unit or a building should be added to the next thing produced in the city.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:25
  Old Post 04-02-2003 20:13
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by MrBaggins
won't you still have to define where you want to produce the units and buildings??

If the aim is to reduce micromanagement, by having an overview with flexible building options, why not have a national manager... and then select multiple cities, and be able to overwrite, or append the build options from there (including saved queues.)

MrBaggins


On of the points of all this is to NOT deal with location. I guess it would automatically (the AI) decide where units will appear. But if you wish to change their emplacement, well you have railroad... So it doesn't take a movement more. The AI could by default put stuff where there's the less defense and stuff like that.


And I agree it could also be nice to finally see food shared also... But this would imply a system of population where population migrates and go on your territory which people judge more attractive (economy...).

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:25
  Old Post 05-02-2003 04:06
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Enter the AD-FREE zone

You could set up a rally point (or several) and automatically have all built units go/be created there (MOO allowed to automatically relocate ships for example, but you needed to relocate each star to a chosen destination, which could be tiresome).

Centauri18 is offline Centauri18
Prince
Arizona
Jan 2002
time: 22:25
  Old Post 05-02-2003 04:09
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton or Terrorists Win

Well, the factories build tanks and such, but the military bases produce soldiers to drive them. Maybe something like that would work. And the military bases would get better as time went by, and so would the factories.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:25
  Old Post 05-02-2003 05:30
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Well at an advance stage, as long as your total number of barracks is enough for the training, you need no limit about from where is produced what. You only need to bring your future soldiers where is the training field!!

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:25.
Apolyton Time is 00:25.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0309 seconds (88.56% PHP - 11.44% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net