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Old 10-09-2008, 04:03   #71
akots
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Quote:
quote:Originally posted by Matrix
... does the overflow of production accumulate forever?
...
The overflow accumulates up until it does not exceed the cost of the build which is being built. If it does exceed, the extra production is converted into cash. For example, if you have 41 overflow and are making a spy (cost 40) at 10 hammers per turn, you should get 33 gold out of it. It is a neat way to build expensive SS parts in the same turn your techs are discovered but alas, I miserably failed to implement it in the RtWII game. But it is a nice way to have prebuilds for competitive wonders at the beginning or somewhat later in the game, anytime when you have the option of producing cash, beakers, or even culture if really desperate.
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Old 10-09-2008, 06:09   #72
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Quote:
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Matrix you want a save for those pics you put up?
Please. Or a screenshot of the end of the replay.
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Old 10-09-2008, 10:53   #73
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Quote:
quote:Originally posted by akots

Quote:
quote:Originally posted by Matrix
... does the overflow of production accumulate forever?
...
The overflow accumulates up until it does not exceed the cost of the build which is being built. If it does exceed, the extra production is converted into cash. For example, if you have 41 overflow and are making a spy (cost 40) at 10 hammers per turn, you should get 33 gold out of it. It is a neat way to build expensive SS parts in the same turn your techs are discovered but alas, I miserably failed to implement it in the RtWII game. But it is a nice way to have prebuilds for competitive wonders at the beginning or somewhat later in the game, anytime when you have the option of producing cash, beakers, or even culture if really desperate.
Wouldnt you need a shitload of shields in base production to produce spacer shipparts the same turn the tech is discvered?If you have a 1200 shield part and you're cheapest unit is 40 shield, you'd need a 620 shield production to generate a 580 shield overflow and 620 prod. I must say I haven't build extreme production cities in the few games I've played but 620 seems incredibly much. I managed to squeeze around 600 beakers/turn out of my cap in my Mali game iirc and it's easier to produce commerce than shields I'd say.

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Old 10-09-2008, 13:14   #74
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Well i've started a game, i'm seeing if i could do better with the Romans this time around
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Old 10-09-2008, 13:48   #75
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http://www.civ3duelzone.com/forum/up...a_lastturn.zip

Here it is. God knows why I zipped it for that 5% size benefit really doesnt help.
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Old 10-09-2008, 16:36   #76
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Quote:
quote:Originally posted by ProPain
Wouldnt you need a shitload of shields in base production to produce spacer shipparts the same turn the tech is discvered?If you have a 1200 shield part and you're cheapest unit is 40 shield, you'd need a 620 shield production to generate a 580 shield overflow and 620 prod. I must say I haven't build extreme production cities in the few games I've played but 620 seems incredibly much. I managed to squeeze around 600 beakers/turn out of my cap in my Mali game iirc and it's easier to produce commerce than shields I'd say.
The trick is to create multiple overflows. For example, there are small wonders which cost 300 hammers. Each of these "prebuilds" should be built with minimal number of hammers remaining for them to be finished. For example, in a city with 99 hammers per turn production (which can be adjusted by worker actions or specialists), one can build a 100 h unit, then a 200 h building, then a 300 h small wonder each of those not finished by 1-3 h. There are also other SS parts which cost more. Then, there will be immediately overflow from 100 h build (98 h), plus overflow from 200 h build (98 h + 97 h), plus overflow from 300 h build (98+97+96 h) and with bonus for SS parts from labs and resources, this would be 293*1.5 = 439 plus that turns, production 99*1.5=149 (but at that turn, again, workers can be used to increased production of up to probably 150 h instead of basic 99 by building all workshops and mines) for a total of up to 600 h or even more.

You just need to plan very carefully in advance and then this can be done. If you are too early, city can make cash or beaker of course since overflow does not go into those. But if you are too late, too bad then.
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Old 10-09-2008, 16:42   #77
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Wow! What a device!
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Old 11-09-2008, 17:33   #78
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Matrix

I must say I really enjoy this setup. Sort of a HOF/GotM combination. I find the huge map a bit of an obstacle as my very decent laptop (2GHZ duocore, 2GB ram, 256MB ATI card) has some trouble handling the map in the 1800+ stage. Could I persuade you (or someone else) to come up with a similar setup on a standard size map as well
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Old 11-09-2008, 17:42   #79
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I could. A few considerations:

On a negative note,
1. We'd have to start all over. Scores won't be compatible.
2. Is there a proper standard sized Earth map? I fear it won't feel as much as the Earth, because of lack of detail. I mean, cities like Riaad, Mexico City, Peking or Paris will probably become coastal cities

On a positive note,
3. Games can be finished quicker, allowing people to play more games.
4. We could step off the noble difficulty and perhaps change other rules too if desired.

What do others think?
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Old 11-09-2008, 19:40   #80
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Could perhaps change it to a europe map?
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