Resource carryover, we need it!

Production, research

I've noticed that resources like production, research, and experience do not carry over their unused amounts when completing a project on to the next project. For example lets say a militia unit takes 300 production to build and your city is pumping out 200 production. The first turn the unit will still be in the queue with 200/300 production complete. The next turn the unit will be completed with 300/300 production with 100 left over and the next project assigned, to start at 0 production. What happened to the extra 100 production?

This also happens with research as well. All excess research is wasted upon tech completion and instantly disappears.

It is really discouraging resource maximization when you know that the more research, production, and exp you get in a single event, the more is wasted.

Resources should carry over to the next project when it is chosen. A city that has enough production to crank out 5 militia in 4 turns should be able to do just that, instead of the 5 turns it takes now without carryover. It is really noticeable in the endgame.

33,728 views 18 replies
Reply #1 Top

Research does seem to carry over, but not production. Many people (including myself) have asked for this, and there seems to be no logical reason for it staying that way, just micromanagement hassle, but it seems it's a useless fight against Stardock religion - Galciv did not have production carry over either.

Reply #2 Top

I do not understand this.

 

It already sucked in Civ 1 and it took many iterations (i think some patch Civ 4) to stop.

 

Especially its stupid, that one has to check every turn all 1 turn to finish productions, whether they are worth rushbuying. They often are, as often its 25 gildar, which is a great deal as resource production if often well beyond 25 and 1 gildar for 1-2 production is a great deal.

Reply #3 Top

Sadly nono the little robot is right ;) it seems a religion and the lack of answer of Stardock indicates this won't change, despite many requests from many players since many weeks. 

Reply #4 Top

Quoting carn112004, reply 2
rushbuying [is min 25 gildar, and 25] gildar for 1-2 production is a great deal.
Yes, but that only shows it's designed this way on purpose

Reply #5 Top

Quoting carn112004, reply 2

It already sucked in Civ 1 and it took many iterations (i think some patch Civ 4) to stop.

 

All of the Civilization games had tile management.  Fallen Enchantress has no tile management economics - there is no turn-by-turn action that the player can take to change the amount of production in a city.  (Edit: The exception to this is changing city enchantments - but that spends another resource, mana, to gain a tiny amount of production efficiency).

If you can't increase or decrease production turn-by-turn, there is no need to worry about production overrun.  In Civilization, the player would have a small incentive to change production to trade / food temporarily then change it back.  Fallen Enchantress does not have such an impetus, so from the city production management standpoint overrun is irrelevant.

 

The point about the gold is valid, as that will push the city to the next item in the production queue, speeding it up by a turn.  A simple fix here could be for rush-buying to merely "fill up" the production gauge, allowing the queued item to complete at the start of the subsequent turn.  However, this would remove the immediate benefit of the "instant completion."  This immediate-reward system is one of the primary needs for games to continue to be fun, running off a similar concept to the chime or ring or spin that a gambler gets when playing a slot machine.

Perhaps a scripted placeholder "building" could be placed into the queue after rush-buying.  This "temporary" rush-buy construction could be called [Completing Purchased Infrastructure] or [Finishing Hurried Unit] and would last until the end of the turn before disappearing.  The player would be able to move around the rest of the queue, but not this initial item.

Reply #6 Top


I don't see it being needed as there's always waste in production if you've ever worked in manufacturing. A lot of it is human waste but it's waste just the same. No, not that kind of waste but humans taking extra breaks, going to the restroom before their break then going again after their break. THen their bs session waste of time until a supervisor or management walks near or by. There's a lot of TIME wasted in building something (hint that's why a lot of companies went to robotics) ;) But, there's also production wasted materials that can't be used in that manufacturing facility that are sent to the waste dump yards and some of that is coverted back into usage but not all.

So this is why those production points are wasted or you have to use the rush feature to salvage some of that waste (much like selling wasted materials to another company in real life).

Working as designed basically no need to change. ;)

Reply #7 Top

I would prefer if production would carryover too, this would really ease up on the micromanagement needs.
I have a little perfectionist in my brain that nags me everytime I forget these perfectionist items, and find it rather annoying to "have to" check my cities each turn, it also would help to make smaller-easier troops worth "more" since you will lose less production compared to maxing out units (which I find too necessary in the current game).

So I agree, please make production carry-over, its always nice when it happens, but it feels like a loss when you don't have resource-carry over... Grrr

Sincerely
~ Kongdej

Reply #8 Top

Quoting attackdrone, reply 5


Quoting carn112004, reply 2
It already sucked in Civ 1 and it took many iterations (i think some patch Civ 4) to stop.

 



If you can't increase or decrease production turn-by-turn, there is no need to worry about production overrun.  In Civilization, the player would have a small incentive to change production to trade / food temporarily then change it back.  Fallen Enchantress does not have such an impetus, so from the city production management standpoint overrun is irrelevant.

 

You can decrease or increase production practically by turn, as unit design is free. For optimizing one should prectically design every time prior building a unit a complete new design tailored to the exact expected city production (include accounting for decreses and increases caused by growth, spells and taxes). I call that micromanagment.

Reply #9 Top

Quoting willie, reply 6


I don't see it being needed as there's always waste in production if you've ever worked in manufacturing. A lot of it is human waste but it's waste just the same. No, not that kind of waste but humans taking extra breaks, going to the restroom before their break then going again after their break. THen their bs session waste of time until a supervisor or management walks near or by. There's a lot of TIME wasted in building something (hint that's why a lot of companies went to robotics) But, there's also production wasted materials that can't be used in that manufacturing facility that are sent to the waste dump yards and some of that is coverted back into usage but not all.

So this is why those production points are wasted or you have to use the rush feature to salvage some of that waste (much like selling wasted materials to another company in real life).

Working as designed basically no need to change.

You're going to bring up a realism argument for Fallen Enchantress, really? I'll entertain it for a moment. If what you say is a good reasoning for the lost production, why does all of the production become lost on project completing? Everybody works to the bone until finished project then parties hard for a couple months? If what you're saying was a valid reason, production would fluctuate every season to account for differing amounts of people "on break" and the varying amounts of work you get out of them in the real world.

My reasoning is basically the same as Kongdej's. I dislike the micromanagement that comes with checking all of your cities every turn for rush buy opportunities. It slows the game pace and flow down for perfectionist strategy gamers, which are high in number. I would much rather focus my time on my armies, tactical battles, pioneers, building decisions, and diplomacy every turn. I don't need build queue micromanagement added to that list.

Reply #10 Top

  

You can decrease or increase production practically by turn, as unit design is free. For optimizing one should prectically design every time prior building a unit a complete new design tailored to the exact expected city production (include accounting for decreses and increases caused by growth, spells and taxes). I call that micromanagment.

Now this ^ guy has a brain. ;)

Reply #11 Top
Another tool to adjust production output is the tax slider. Changing the tax rate causes the unrest level to change. The unrest level directly affects production output. Too bad the tax level can only be set for all settlements, and not on individual settlements.
Reply #12 Top

Quoting carn112004, reply 8



Quoting attackdrone,
reply 5


Quoting carn112004, reply 2
It already sucked in Civ 1 and it took many iterations (i think some patch Civ 4) to stop.

 



If you can't increase or decrease production turn-by-turn, there is no need to worry about production overrun.  In Civilization, the player would have a small incentive to change production to trade / food temporarily then change it back.  Fallen Enchantress does not have such an impetus, so from the city production management standpoint overrun is irrelevant.



 

You can decrease or increase production practically by turn, as unit design is free. For optimizing one should prectically design every time prior building a unit a complete new design tailored to the exact expected city production (include accounting for decreses and increases caused by growth, spells and taxes). I call that micromanagment.

I do this as well. I rarely have any wrap around because if I do it means I could have added more toys to my unit. I like to pick how many turns I want something to take. Then I calculate how many production points and resources will be available at that time. Then I dedicate the city to building those units until I decide to crap the design or upgrade the city and start over. As long as my research is progressing at a decent pace I never have trouble finding more toys to add to my designs. For the cities that don't focus on unit production the waste is insignificant because these cities do not have too much excess production to waste anyways.

Now I think about it a repeat queue boolean checkbox would be handy.

Reply #13 Top

I agree with what has been said, adding resource carryover eliminates unfun micromanagement.

Or, alternatively, if the desginers don't want production to carryover, convert the excess production into gildar.

Or, second alternative, make production carryover for fortress but convert it to gildar in towns and to research in conclaves. The conversion rate would be the same as when the city is building research or gold (they are adding this feature to LH).

 

+1 Loading…
Reply #14 Top

Very good suggestion that would further differentiate the cities.

Reply #16 Top

Quoting OliverFA_306, reply 13

I agree with what has been said, adding resource carryover eliminates unfun micromanagement.

Or, alternatively, if the desginers don't want production to carryover, convert the excess production into gildar.

Or, second alternative, make production carryover for fortress but convert it to gildar in towns and to research in conclaves. The conversion rate would be the same as when the city is building research or gold (they are adding this feature to LH).

 

That's a great idea. It would definitely specialize the city types a little bit more.

Reply #17 Top

Simple is beautiful - I would prefer vanilla carryover (like in Civ 4 & 5)

But don't hold your breath...

Reply #18 Top

In FE I modified game to have rush buy out of civics and available with first city (idea of modder Elsimir), and changed minimum rush buy from 25 to 0. Still had to watch cities production closely, but could easily rush buy to not loose production. I miss that now.