Starcraftmazter wrote:So viluin wasn't right? If you have 3 slots, and you're producing 2 things - it will be no faster than producing 3 things?
Viluin's knowledge of the game engine is only second to mine.
I'll answer with a crude model.
Say you have a city with 60 working ind. That'll mean thant 60 levels of production are done on update, which are split amongst runs in the city.
BEFORE UPDATECITY A (WORKING IND: 60)
Run A1 [0/100]
CITY B (WORKING IND: 60)
Run B1 [0/100]
Run B2 [0/100]
CITY C (WORKING IND: 60)
Run C1 [0/100]
Run C2 [0/100]
Run C3 [0/100]
AFTER UPDATECITY A (WORKING IND: 60)
Run A1 [60/100]
CITY B (WORKING IND: 60)
Run B1 [30/100]
Run B2 [30/100]
CITY C (WORKING IND: 60)
Run C1 [20/100]
Run C2 [20/100]
Run C3 [20/100]
Get it?
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But what is the point of having multiple slots?When a run finishes, extra levels flow onto other runs. So other slots are there to catch levels, or if you like things being built similtaniously.
BEFORE UPDATE:
CITY A (WORKING IND: 60)
RUN A1 [0/20]
RUN A2 [0/50]
AFTER UPDATE:
CITY A (WORKING IND: 60)
RUN A1 [20/20] ==> Completed
RUN A2 [40/50] <- this catches the extra 10 from Run A1
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And this Force Completion Thing? (Advanced)Force completion pioratises a run if it can be completed.
Before Update:CITY A (WORKING IND: 60)
RUN A1 [0/100]
RUN A2 [0/50] - Marked for Force Completion
RUN A3 [0/100]
After Update:CITY A (WORKING IND: 60)
RUN A1 [5/100]
RUN A2 [50/50] => Completed
RUN A3 [5/100]
Before Update:CITY A (WORKING IND: 60)
RUN A1 [0/100] - Marked for Force Completion
RUN A2 [0/50]
RUN A3 [0/100]
After Update:CITY A (WORKING IND: 60)
RUN A1 [20/100]
RUN A2 [20/50]
RUN A3 [20/100]
The run marked for Force Completion couldn't be forced, so the production proceeded as usual.