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  #1  
Old May 8th, 2007, 07:59 PM
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Default Re: Production queue limit problems

Defending an implementational shortcoming with roleplaying logic is funny. Even though the limitation here is justified, as you'll have to set the bar somewhere after all.
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  #2  
Old May 8th, 2007, 08:21 PM

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Default Re: Production queue limit problems

It is the 3.08 patch.

Note that this is *NOT* my highest resource province, either--I've got one I recently captured that's even higher. Mountainous terrain, it only has 4230 people but it's getting 1313 resources/turn--and that's with a perennial 5 unrest due to a brigand lair.
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  #3  
Old May 8th, 2007, 08:33 PM
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Default Re: Production queue limit problems

...

How hard would it be to implement a repeat build feature? A "make unit until out of recources" type thing, with a warning of how many this turn, and a listing of the cost?
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Old May 8th, 2007, 10:00 PM

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Default Re: Production queue limit problems

"repeat build" is handled -to a degree- by shift-clicking (it queues five soldiers instead of one).

The maximum unit limit per province per turn was 50 in Dominions 1 and 2, and was changed to 100 in Dominions 3 to encourage larger non-summoned armies (along with the 50% gold increase). It is not an arbitrary bug, and is there for strategic reasons (albeit slight and mostly limited to the realm of annoyance).

Instead of viewing this as putting a limit on your globals, try castling farmlands (which must have at least half those resources), and recruiting there. If you build a castle in every province, you could end up with many 100's of units per turn (though good luck finding that kind of leadership).
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Old May 9th, 2007, 01:20 PM

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Default Re: Production queue limit problems

Quote:
Fate said:
"repeat build" is handled -to a degree- by shift-clicking (it queues five soldiers instead of one).
That doesn't keep you from having to go back and make new orders frequently. Every turn in case of holy units or commanders.

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The maximum unit limit per province per turn was 50 in Dominions 1 and 2, and was changed to 100 in Dominions 3 to encourage larger non-summoned armies (along with the 50% gold increase). It is not an arbitrary bug, and is there for strategic reasons (albeit slight and mostly limited to the realm of annoyance).
Why???

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Instead of viewing this as putting a limit on your globals, try castling farmlands (which must have at least half those resources), and recruiting there. If you build a castle in every province, you could end up with many 100's of units per turn (though good luck finding that kind of leadership).
I didn't build either castle.

The first one is my capital. I don't have the game open right now but it's definitely on a square with normal movement. The second one I captured.
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  #6  
Old May 9th, 2007, 04:51 PM

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Default Re: Production queue limit problems

Limiting the number recruitable each turn has an effect on gameplay.... but I think that limiting the queue size mainly adds to micromanagement - it's very rare for me to expect 100 units to be built in one turn. In particular, the lack of a queue for commanders leads to a fair amount of micro
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  #7  
Old May 9th, 2007, 05:08 PM
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Default Re: Production queue limit problems

Quote:
Fate said:
It is not an arbitrary bug, and is there for strategic reasons (albeit slight and mostly limited to the realm of annoyance).

A 100 unit cap isn't strategic, it's an arbitrary limit set by designers that just happens to have an unrealistic, and probably unintended, limiting effect on a powerful high level global. It really should be raised. If someone has the production to use it, they shouldn't be restricted by an arbitrarily too low production cap number.

1,000 would be sufficient.

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  #8  
Old May 9th, 2007, 06:40 PM
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Default Re: Production queue limit problems

Some powerful high level globals are also more useful for some nations than others. Second Sun is not very useful for Niefelheim. Aren't there some more resource-expensive troops you could recruit instead of whatever you are building?

The 100 unit limit may have been just as intentional as the 1 commander limit. The recruiting queue is documented as being 100 units in the manual, after all.

And is realism is really an issue? It's already unrealistic that recruits do not come from the population.
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  #9  
Old May 10th, 2007, 02:18 AM

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Default Re: Production queue limit problems

Quote:
vfb said:
Some powerful high level globals are also more useful for some nations than others. Second Sun is not very useful for Niefelheim. Aren't there some more resource-expensive troops you could recruit instead of whatever you are building?
Anything more expensive isn't going to move at speed 3. I'm *NOT* buying junk, I just have two provinces with over 1300 resources.

I have hit the limit a few other times as a land nation trying to get into the water. Shamblers aren't armored--very low resources. While you're building an army it doesn't matter--the 1 commander limit is more important than the resource limit. If you build an army and then bring it back out of the water for reinforcements, though...
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Old May 11th, 2007, 02:00 AM

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Default Re: Production queue limit problems

VFB,

Hmm, interesting trade off. If you want a big game, you have to get a new computer. I am used to the “if you want my shiny graphics, you have to get a new computer.” Never expected the issue to come up with my lovely, but graphically challenged, Dominions…

Loren,

I think where your game is exceptional is that you are playing it out. It is my understanding that most people stop playing single player when it becomes apparent that they are going to crush the AI like a little bug. I hear you loud and clear about micro management, that is the main reason I stop playing most 4X games once I know I have won. It is too much work to get that victory screen…
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