Please Please let us complete multiple buildings/ships in one turn

First great game, but there is one thing that bugs me very much, and that is that, if i have let say 400 production and quoe 20 building upgrades up, it will take 20 turns despite having more than enough to logicaly finish multiple buildings, it makes no sense at all, and punishes races with few planets, as it lends to a playstyle of having more sucky planets instead of few amazing planets, which you can do in civ and many other games.

 

Thanks for you time :)

66,765 views 52 replies
Reply #1 Top

Not gonna happen, sorry. :)  This is something that has come up time and time again, and mostly for game balance reasons, the devs aren't going to break the One Turn One Thing Built paradigm.  

What you do get is production and research overflow.  So at least it's not wasted.  But the ability to spam out 20 snubfighters every turn would have SERIOUS effects on game balance.

Which is probably why it is very rare for a turn based 4x game to allow it. ;)

Reply #2 Top

Speaking of overflow, it's gotten to the point that I just can't spend all my production even on my most expensive ships, so it gets wasted anyway. I think at one point, my homeworld's shipyard had an overflow of over 15,000 production. That's with production sliders lowered quite a bit, too. My Manufacturing capital had its production set to 20%! Still loads of overflow.

Reply #3 Top

Well make it an option? I think its insanely annoying and unrealistic :/, civ 4 allowed it, among other 4x'ses :), in a game that makes such a big deal out of specializations of planets, you should be allowed to produce multiple stuff per turn :).

Also why can't you build the higest level of a building first any longere? I miss that from galc civ 2, and why are all prod and resarch building percentage based instead of a flat bonus?


But hey, overflow is nice :) 

Reply #4 Top

Quoting emil3, reply 3

Well make it an option? I think its insanely annoying and unrealistic :/, civ 4 allowed it, among other 4x'ses :) , in a game that makes such a big deal out of specializations of planets, you should be allowed to produce multiple stuff per turn :) .

Also why can't you build the higest level of a building first any longere? I miss that from galc civ 2, and why are all prod and resarch building percentage based instead of a flat bonus?


But hey, overflow is nice :)  
End of emil3's quote

 

I played an awful lot of Civ4.  I don't remember getting more than one unit or building in one turn.  Did I miss something?  My point is I haven't played a TBS that allows that and don't understand why others think it is a default behavior.

Reply #5 Top

Quoting emil3, reply 3

Well make it an option? I think its insanely annoying and unrealistic
End of emil3's quote

You're right of course how can they have something so unrealistic in a game that has force-fields, Hyper-drives and ships trapped in pocket dimensions  :grin: . All production taking at least one turn is your realism concern, really??

 

Reply #6 Top

Well yeah in universe it dosen't make sense that they would just waste their remaining production after constructing one building

Reply #7 Top

If you allow building more than one thing, than there is immediately the problem of what should be build. So you have 100-Zillion production points on one shipyard - meaning the shipyard could produce 1000 tiny ships in one turn. Nice. But it would be even better if it produced 10 small ships, 2 medium, 1 big ship and a carrier so that you have a balanced fleet. That opens all sorts of problems with the production queue, the UI and I guess also with the AI.

I think the solution is to make things more expensive and maybe have diminishing returns if planets get in really high regions of productivity.

But I also think at the end of the day it is OK if you can max out a planet so far, that it has more production than you are able to spend. It just should be rare and hard to reach.

 

Reply #8 Top

I understand the game play reasons for the 1 ship per turn, so I've learned to accept it.

I will echo though that right now manufacturing ability far outstrips ship costs. It is not difficult to build the strongest ships in 1 turn on my main manu planet. As such, game balance heavily favors larger ships (it always has in Gal Civ, but I think the balance is even further that way).

I will say, I do wish I had the ability to rush buy multiple things on the same turn. Even if only 1 of them went through a turn, its annoying having to come back every turn to buy something else. Let me queue up my buying!

Reply #9 Top

I support planets sponsoring multiple shipyards.

Reply #10 Top

Sponsoring multiple shipyards would make sense...

 

You can already do this with having a super production world alternate sponsoring several shipyards and queue up productions in them. But it requires that you switch sponsoring them every turn or every few turns at least. Yet one more thing that just add micromanagement to the game that could be better streamlined.

Reply #11 Top

Quoting Vidszhite, reply 2

Speaking of overflow, it's gotten to the point that I just can't spend all my production even on my most expensive ships, so it gets wasted anyway. I think at one point, my homeworld's shipyard had an overflow of over 15,000 production. That's with production sliders lowered quite a bit, too. My Manufacturing capital had its production set to 20%! Still loads of overflow.
End of Vidszhite's quote

 

You know you can build more Starports?

Reply #12 Top

Quoting NorsemanViking, reply 11


Quoting Vidszhite,

Speaking of overflow, it's gotten to the point that I just can't spend all my production even on my most expensive ships, so it gets wasted anyway. I think at one point, my homeworld's shipyard had an overflow of over 15,000 production. That's with production sliders lowered quite a bit, too. My Manufacturing capital had its production set to 20%! Still loads of overflow.



 

You know you can build more Starports?

End of NorsemanViking's quote

I can only sponsor one shipyard with my production planet, man. If I could sponsor multiple yards with the same planet, then sure, but as it is now, all that extra production goes to waste every single turn, and there's virtually nothing you can do about it. The fact that I had it turned down to 20% and still was overflowing in the tens of thousands should be telling.

I know people have said this one-thing-per-turn was a balance decision, but all it really does is ruin the pacing. Everything takes forever late game when it shouldn't have to.

And yes, I know you can micro several shipyards and get multiple things per turn, but that sucks and I shouldn't have to.

Reply #13 Top

I do not think I ever remember any 4x game that I played to let you push out more than 1 unit per turn. I do not even know why this keeps getting brought up.

Reply #14 Top

Quoting ArakisKhan, reply 13

I do not think I ever remember any 4x game that I played to let you push out more than 1 unit per turn. I do not even know why this keeps getting brought up.
End of ArakisKhan's quote

Endless Space does it. You can even rush buy multiple things per turn. 

PS, "No one else does it" on its own is not a valid reason not to do something, especially if people are asking for it a lot.

Reply #15 Top

Quoting Vidszhite, reply 14


Quoting ArakisKhan,

I do not think I ever remember any 4x game that I played to let you push out more than 1 unit per turn. I do not even know why this keeps getting brought up.



Endless Space does it. You can even rush buy multiple things per turn. 

PS, "No one else does it" on its own is not a valid reason not to do something, especially if people are asking for it a lot.

End of Vidszhite's quote

A vocal minority does not mean much.  Nor if the same people are asking over and over again.   

Besides, it's not as simple as throwing a switch or altering one line of code to allow this.  Allowing more than 1 thing per turn (which, despite the one example of Endless Space, is exceedingly rare for a TBS 4x game) would mean tailoring the AI strategies so it took advantage of it (and one look through the forum should show how difficult that is).  It would mean rebalancing costs for buildings and ships.  It would mean tons of testing to make sure that it didn't break the game.

Now, I get it.  Some people really really want this.  Well, if you don't want to "waste" "thousands" of units of production in the late game..... Don't design planets that will produce that many production units. :p

And I don't mean that to be flippant (well, possibly only slightly ;)).  I mean that so one doesn't set up Uber Death Planets if one is only going to get pissed off by them late in the game.  Or, once one does find one "wasting" "thousands" of production units, repurpose the planets to do something else. Turn them into money planets or culture machines.  Or even diplomacy bombs.

Or....  Or just suck it up and get on with crushing everyone else.  Because I tend to think if one is at a point where one is wasting thousands of production units, one is at the ho-hum, nothing challenging here stage. ;)

Reply #16 Top

I think the problem is the insane production you get from the special buildings and adjacency bonuses, the stuff you get from later techs should be way more expensive I think.

Reply #17 Top

One has to be careful though not to "lock out" either casual players or folks who aren't taking "full" advantage of adjacencies and souped-up buildings by making buildings/ships too expensive.  It's the classic problem of Power Player versus Casual Gamer (which is more of a spectrum, but I digress).

Still, if folks think it is too easy to build things late game and/or think buildings and ships should be much more expensive, send your save games to Stardock so they can take a look at things for themselves.

 

 

 

Though if they end up changing things and that in turn means that things will cost waaaaay too much for this not-exactly-a-super-power-user, I reserve the right to be slightly cross as a result. :p

Reply #18 Top

Quoting BuckGodot, reply 17

One has to be careful though not to "lock out" either casual players or folks who aren't taking "full" advantage of adjacencies and souped-up buildings by making buildings/ships too expensive.  It's the classic problem of Power Player versus Casual Gamer (which is more of a spectrum, but I digress).

Still, if folks think it is too easy to build things late game and/or think buildings and ships should be much more expensive, send your save games to Stardock so they can take a look at things for themselves.

 

 

 

Though if they end up changing things and that in turn means that things will cost waaaaay too much for this not-exactly-a-super-power-user, I reserve the right to be slightly cross as a result. :P
End of BuckGodot's quote

 

In my opinion no matter which way you view it this is completely unbalanced in so many way. You can't on the one side argue that "power" players can get this huge pile of production and we need to give them something to do and then cater to more laid back players who don't power-game and balance stuff for them as well.

 

They should fix the power gaming aspect of the game so the AI can become more competitive and don't need to cheat as badly to even be remotely competitive on the higher difficulty. Then we would not even have these ridiculous discussions about planet producing 15000 manufacturing while focusing on 20% manufacturing. These numbers are just pure fantasy for someone that don't abuse silly stacking mechanism in the game that makes it completely unbalanced.

 

You can also argue that you might consider changing the infrastructure on that planet to have less production and more of other stuff such as research, influence or some other reason for being. With that type of production why haven't you already won the game.,, more or less... ;)

Reply #19 Top

Good discussion here. I would like to see multiple ships per turn as well. It would considerably reduce the amount of micromanagement required. Right now, the gameplay is simply not built around the massive map sizes that the game offers due to the amount of micromanagement involved. The shipyard sponsor system isn't as helpful as it could be simply because planet's with reasonable production will often need their own shipyard anyway. I hope Stardock plans to address these late game/large map balance/usability issues. As much as I enjoy the game, these core issues could use a lot more polish before continuing to expand the scope of the game through DLC/expansions.

Reply #20 Top

I think it maybe cool for an racial ability that you could make up to 2 ships per turn. 

Reply #21 Top

I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily.

Without specialising them so much, you could have a lot more Spaceyards being sponsored by many planets different planets late game with moderate Manufacturing instead of only a few with crazy high Manufacturing - thus making better use of the total empire Manufacturing and wasting less.

Reply #22 Top

Quoting Surge72, reply 21

I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily.
End of Surge72's quote

This.

Reply #23 Top

Quoting ManiiNames, reply 22


Quoting Surge72,

I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily.



This.

End of ManiiNames's quote

 

Again.  Particularly in a large map, you're at a strategic disadvantage if you only have "Hub" production worlds, because anything away from that Hub is screwed. Doesn't matter if you can pump out SuperMegaShips by the bucketful, if you've got only a handful of those worlds in a 100-world, 400+ hex-spanning empire. Any decent opponent will Hit-and-Run you to death, because you can't get your forces to the attack points in time, as, inevitably, you'll not have your production worlds near enough to the front lines to rely on them for the majority of your ship production.

Far better to scatter that production across 3 times as many worlds, and make those worlds far more distributed.

Plus, in this game, the layout of tiles means that you'll generally NOT have all tiles in a single cluster (even after terraforming quite a bit), but rather 2 or 3 tile clusters. Which means that multi-purpose worlds will be better (and easier) in the long run to manage and give value (since, given the bonus tiles, you want to take advantage of them maximally).

Honestly, other than really low-tile-count worlds, I never understood single-purposing worlds as a good idea.

 

Reply #24 Top

Quoting Surge72, reply 21

I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily.

Without specialising them so much, you could have a lot more Spaceyards being sponsored by many planets different planets late game with moderate Manufacturing instead of only a few with crazy high Manufacturing - thus making better use of the total empire Manufacturing and wasting less.
End of Surge72's quote

But seeing those huge numbers is so much fun. :D

But yeah, I can see what you're saying.

Quoting trims2u, reply 23
Again.  Particularly in a large map, you're at a strategic disadvantage if you only have "Hub" production worlds, because anything away from that Hub is screwed. Doesn't matter if you can pump out SuperMegaShips by the bucketful, if you've got only a handful of those worlds in a 100-world, 400+ hex-spanning empire. Any decent opponent will Hit-and-Run you to death, because you can't get your forces to the attack points in time, as, inevitably, you'll not have your production worlds near enough to the front lines to rely on them for the majority of your ship production.


Far better to scatter that production across 3 times as many worlds, and make those worlds far more distributed.

Plus, in this game, the layout of tiles means that you'll generally NOT have all tiles in a single cluster (even after terraforming quite a bit), but rather 2 or 3 tile clusters. Which means that multi-purpose worlds will be better (and easier) in the long run to manage and give value (since, given the bonus tiles, you want to take advantage of them maximally).

Honestly, other than really low-tile-count worlds, I never understood single-purposing worlds as a good idea.

End of trims2u's quote

Actually, you can certainly specialize and still have production planets everywhere. Sure you might only have one world that can ram out a Super Mecha Death Christ 3000 every turn, but I rather like specializing worlds, and what I do once my empire gets that large is make more hubs of production closer to my borders, so that I can keep my momentum going during a war.

You could certainly generalize every planet, though. Might make better use of more varied terrain that way, for one thing. I think you'll still end up with the same number of shipyards either way, though, since you need more planets to sponsor the same yard to make up the difference if you generalize. Sometimes I sponsor yards with zero-production planets just to reduce the population drain, though.

Reply #25 Top

I didn't say generalize, I said avoid single-purpose specialization.

Even avoiding the 1-thing-per-term limit, you're better off with a planet that makes maximal use of the bonus tiles and adjacency bonues, which means in the vast majority of cases, you'll have TWO primary functions of a planet.

Remember, there's at least 6 different kinds of things a planet can do:

(1) Manufacturing

(2) Research

(3) Wealth

(4) Tourism

(5) Military

(6) Influence

And that doesn't count Approval and Population.  Let alone special-purpose things like getting Ideology points, Diplomatic bonuses, etc.

If you want to max the benefit from any one of those 6, you'll have to make at least 3-hex clusters.

Overall, planets which spam a single type of building are less efficient than the same number of buildings distributed over several worlds, because you miss out on key adjacency bonuses if you overdo just one building type (since, inevitably, you put a building next to a bonus tile which is not the correct type - if you building spam, that is).

 

While you can pump all that production into a single shipyard, you're better off having more shipyards, as you're less likely to have the loss of a shipyard negatively affect you, you're more likely to not lose production due to distances, and you can produce more than one ship per turn with multiple shipyards. :-)

That is, it takes longer to produce a given ship, but you'll produce more TOTAL ships with more shipyards than a single one with multiple sponsors. There's a fine line to walk, but the advantage generally falls to the "more shipyards, more total ships/turn" method.