Suggestion: Drop the current production cap of 3 turns to 1 turn.

There are so many choices to build in each city (including outpost upgrades, etc) now, that i'm finding high production cities (50/turn +) are being unduly penalized by the 3 turn production cap.  This cap may have been necessary in some former version of the game, but as it stands now i see no valuable reason why this archaic and seemingly random rule needs to stand.  Starting mid-game, game turns can take a long time (due to exploration, tactical battles, etc) and three turns minimum to build anything becomes a chore rather than some engaging, random limit which may have formerly caused the illusion of fun.

I propose dropping the limit to 1 turn.

3,917 views 14 replies
Reply #1 Top

oh, it never caused the illusion of fun.

Reply #2 Top

also the rest of production should remain in queue

Reply #3 Top

You missed a few points.


The min 3 turns is also the cause to the gildar exploit with high production cities. Basically what happens if they can complete it in a turn they get to convert two turns into gildar giving gildar for rushing production.

 

With call to arms spell or the ability to rush production with gildar it makes no sense to have a min turn production.

 

I find the 3 turn min annoying as well simply because it defeats the whole purpose of even having a high production city.

 

 

Reply #4 Top


Don't make it 1 turn, make multiple items completable in a single turn, so big cities with attached resources/spells etc. can compete with many smaller cities.

Reply #5 Top

Quoting boredpeon, reply 3
The min 3 turns is also the cause to the gildar exploit with high production cities. Basically what happens if they can complete it in a turn they get to convert two turns into gildar giving gildar for rushing production.
End of boredpeon's quote

I didn't even realize this was happening.

Reply #6 Top

Quoting CdrRogdan, reply 5

Don't make it 1 turn, make multiple items completable in a single turn, so big cities with attached resources/spells etc. can compete with many smaller cities.
End of CdrRogdan's quote

I have thought about this, and am not sure it's necessary, and might be a nightmare for the UI.  But I would be open to try it if they were to implement it.

Reply #7 Top

Its also odd when you rush these things and get gold too - I'd like them to do away with the 3 turn min build too. While they're at it how about rolling over production and research outputs too, all it does is create a situation where people are micromanaging through tweaking tax and rush buying - it's boring but unfortunately these things become increasingly important with ridiculous+ setting

Reply #8 Top

I agree, please get rid of the 3 turn min

Reply #9 Top


I agree that the 3 turn min for building has detrimental impact on city queue times, especially when it comes to resource and outpost upgrades. I initials should be dropped down to 2 turns min....but if you upgrade a shard to a shrine, it takes 3 turns, and if you upgrade a shrine to a (whatever is next) it costs you 4 turns....etc. Same can be said for resources. Also outpost upgrades, each additional upgrade to an outpost should cost more time than the one previous.

I imagine that since Stardock just added these functions of the city queue to beta 4, they expect there to be some rebalancing...

 

Reply #10 Top

Is there a spell we can cast to make the devs do what we want?  Other than the magic incantations above?

Reply #11 Top

I actually disagree. Removing this would make spamming low level things utterly ridiculous.

Reply #12 Top

Why not go back to the old method of having two build ques; one for buildings and one for troops.

Reply #13 Top

Quoting DsRaider, reply 12
I actually disagree. Removing this would make spamming low level things utterly ridiculous.
End of DsRaider's quote

Low-level units are essentially useless once your opponent has real armor, what's your point?  The system as implemented doesn't prevent a player with a handful of cities from pumping out hordes of useless units.  It just makes that tactic far more effective against a player who has fewer cities.

Quoting CdrRogdan, reply 5

Don't make it 1 turn, make multiple items completable in a single turn, so big cities with attached resources/spells etc. can compete with many smaller cities.
End of CdrRogdan's quote

This.  Enormous cities should be able to quickly out-produce and overwhelm a handful of crappy cities.

Reply #14 Top

Quoting CdrRogdan, reply 5

Don't make it 1 turn, make multiple items completable in a single turn, so big cities with attached resources/spells etc. can compete with many smaller cities.
End of CdrRogdan's quote

Agreed with the sentiment, your phrasing was off.

Don't JUST lower the 3 turn limit to 1 turn limit. Allow as many items to finish in a turn as you have production for.

If I make 50 hammers in a city and I queued 3 items costing 20 hammers each then it should finish 2 and a half of them... Anything else is stupid, unfun, and pointless.

Also, what he heck is the point of investing into a city on the production side with such an arbitrary limit?