Sid Meier's Civilization VI

Sid Meier's Civilization VI

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"Spoilage" on production and tech progress?
It's not entirely clear but if one changes what tech one is studying or what one is building in a city, is any of the progress accrued to that point lost over time?
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Showing 1-14 of 14 comments
BatMart Apr 4, 2018 @ 2:17pm 
no
gimmethegepgun Apr 4, 2018 @ 3:06pm 
Sometimes I see production loss for units that you stopped building but I'm not certain what causes it. Buildings, wonders, and techs/civics always keep their progress though.
Da Kine Apr 4, 2018 @ 5:02pm 
Just an FYI. In the old days of Civ II, the current production was halved when you changed to another wonder, but not when it came to units or buildings. I don't believe Civ VI awards any carryover construction credit.
BLACKcOPstRIPPa Apr 5, 2018 @ 5:38am 
Civ VI doesn't carry over hammers from project to project, but I think he meant when you get let's say 10 out of 20 hammers for a unit, and then switch to let's say an armory wanting said unit to have that extra XP boost when it finishes, will it still have only 10 hammers left to go upon completion.
From what I have seen yes, it will remain half done. The changing progress you others mentioned I have seen before but since realised it was because of extra 50% hammers toward military units Civic policy I would adapt, then get into next era and it no longer gives that bonus.
Maybe that's what you saw as well?
gimmethegepgun Apr 5, 2018 @ 7:17am 
Originally posted by BLACKcOPstRIPPa:
The changing progress you others mentioned I have seen before but since realised it was because of extra 50% hammers toward military units Civic policy I would adapt, then get into next era and it no longer gives that bonus.
Maybe that's what you saw as well?
No, occasionally the progress of units that you halted just straight up disappears.
PhilkIced Apr 5, 2018 @ 7:28am 
Originally posted by gimmethegepgun:
Originally posted by BLACKcOPstRIPPa:
The changing progress you others mentioned I have seen before but since realised it was because of extra 50% hammers toward military units Civic policy I would adapt, then get into next era and it no longer gives that bonus.
Maybe that's what you saw as well?
No, occasionally the progress of units that you halted just straight up disappears.

Did you tech out of those units? For example were you building an archer and the researched Machinery and unlocked crossbowmen?
gimmethegepgun Apr 5, 2018 @ 7:36am 
Originally posted by PhilkIced:
Originally posted by gimmethegepgun:
No, occasionally the progress of units that you halted just straight up disappears.

Did you tech out of those units? For example were you building an archer and the researched Machinery and unlocked crossbowmen?
I think so. It's definitely stupid behavior though considering you keep the progress if you were building the unit at the time.
BLACKcOPstRIPPa Apr 5, 2018 @ 12:52pm 
That's strange, never noticed that but I try my best to stop producing a unit a tech or two ahead of when I unlock the new one. I would rather get a couple more later then pay gold for unit upgrades, kinda dumb seeing there are policies that reduce the cost but I perfer to stockpile gold for powerpalnts and stock buildings etc late game, since they are 1000 plus or a boat load of turns a piece, later game I can make 3 units in the time it takes to build that 1 building
hopsblues Apr 5, 2018 @ 5:50pm 
Originally posted by gimmethegepgun:
Sometimes I see production loss for units that you stopped building but I'm not certain what causes it. Buildings, wonders, and techs/civics always keep their progress though.
Could be a change in production by the city. Maybe a citizen has changed priorities. Left a mine for food or whatever.
gimmethegepgun Apr 5, 2018 @ 7:12pm 
Originally posted by hopsblues:
Originally posted by gimmethegepgun:
Sometimes I see production loss for units that you stopped building but I'm not certain what causes it. Buildings, wonders, and techs/civics always keep their progress though.
Could be a change in production by the city. Maybe a citizen has changed priorities. Left a mine for food or whatever.
Again, I don't mean an increase in the time to make the unit. I mean that accumulated production disappears. The progress bar vanishes because the work you've done ceases to exist.
firmlikemutton Apr 6, 2018 @ 3:26am 
Nothing is lost. However, if you tech to a higher quality unit then the previous unit will be entirely removed (eg. if you tech Stirrups and had hammers in a Heavy Chariot those are gone and you start anew)
BLACKcOPstRIPPa Apr 6, 2018 @ 4:03am 
So unts are kind of a question still though I honestly have never noticed a decay of hammers.

Tech- I have never seen tech go down randomly either in progress. Only down I have ever seen is I research as far as I can to get the research when getting the eureaka moment for it but end up not meeting the requirments so 20 or 30 turns later I decide just to finish rest of research manually and thus now it has 4 turns left instead of 6 because of new science buildings and districts giving higher science output. This isn't a decay however.
gimmethegepgun Apr 6, 2018 @ 8:14am 
Originally posted by firmlikemutton:
Nothing is lost. However, if you tech to a higher quality unit then the previous unit will be entirely removed (eg. if you tech Stirrups and had hammers in a Heavy Chariot those are gone and you start anew)
Except you don't lose the progress if you were actively building the unit at the time, which means losing it otherwise is a dumb mechanic.
Plus I've seen a situation where I was building a unit when it got upgraded, then switched to something else, and all the progress was lost.
PhilkIced Apr 6, 2018 @ 8:48am 
I agree with gimmethegepgun and I'd go further and say we should be able to select a "show obsolete" box and start from 0 the production of units from previous researches, the reason is strategic resources, you research swordsman for example and get screwed without any iron that you can get or buy and you are denied building basic infantry for a very long time until you settle near one or the AI gets two copies to sell one.

The above is valid for every strategic of every era, in my current game I can't make battleships because there is only one single coal in the entire continet, the ai wont sell it and there are 3 civs between them and me so I cant take it by force, but I can no longer build frigates either so I can't make an effective naval defense against the attacks being thrown at me.
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Date Posted: Apr 4, 2018 @ 12:04pm
Posts: 14