![]() ![]() This allowed for strange situations where players would build units or Walls to 1 turn before chopping with the policies active to generate very large Production overflows into more valuable projects like Districts and Wonders. 50% for Melee and Ranged units with Agoge, 100% for Walls with Limes, 100% for ships with Maritime Industries). Prior to the Gathering Storm expansion, any overflow gained while using Production-enhancing policies was kept (e.g. If the Production gain is enough to finish the current unit or building the remaining overflow will go into the next item. ![]() Overflow can happen during feature removal ( Woods, Rainforest) or resource harvesting ( Stone) and to a smaller extent at the end of player turns. Their Production boosts are taken into account in estimates, and thus you shouldn't see discrepancies. There are also many Policy Cards which affect Production, and again most of them only apply to certain kind of projects. These special bonuses apply after the project is started, and thus you may see a discrepancy between the number of turns estimated to finish something, and the real number of turns it takes. ![]() The most common case is city-state production contributions: Militaristic City-States aid unit production, but nothing else Industrial City-States aid building, wonder, and project production, but not unit production. There are many bonuses which may apply to certain types of building projects, but not to others. It may later be retaken from the point where it was abandoned. Progress is not lost it is simply stalled while the city turns its production facilities to something else. Projects (and units, buildings, or anything else that the city produces) may be left half-finished. harvesting a resource or removing a terrain feature). Under normal circumstances, this happens at the beginning of a turn (because the last contribution would have been at the end of the previous turn), but there are certain cases when a project may be finished in the middle of a turn thanks to an action you take (e.g. Then, at the end of each turn, the city contributes its Production power to the project until it is finished. To produce anything, the city has to put it in its Production queue. In all cases the game shows this production cost as a number of turns needed to complete the thing, but if you look more closely at the tooltips you can see the Production Point cost itself. the same thing costs the same amount of Production, regardless of what happens), but there are cases where Production costs scale up (notably this is the case with district costs). In most cases the amounts are stable (i.e. Each thing a city may build costs a certain amount of Production points. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |