Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

View Stats:
Spend over
I have yet to figure out if production points (for units or buildings) carry over the next? I know research does though.
Anyone has figured this out?
< >
Showing 1-13 of 13 comments
UK Mikeyboy Jul 16, 2018 @ 4:49am 
Manafacturing points only go towards the buildings of units it's a part of.

For example the Imperial Guard barracks manafacturing will only go towards building units in its production. So if you have 2 guard barracks, it'll double the production, then obviously with 3 it'll get higher.

One barracks (+6), two barracks (+12), 3 barracks (+18) + loyalty % + Edicts (Astra Militarum).

So no, it doesn't carry over to other buildings or unit productions. At least not from what I've seen.
DarkFenix Jul 16, 2018 @ 4:55am 
Originally posted by UK Mikeyboy:
Manafacturing points only go towards the buildings of units it's a part of.

For example the Imperial Guard barracks manafacturing will only go towards building units in its production. So if you have 2 guard barracks, it'll double the production, then obviously with 3 it'll get higher.

One barracks (+6), two barracks (+12), 3 barracks (+18) + loyalty % + Edicts (Astra Militarum).

So no, it doesn't carry over to other buildings or unit productions. At least not from what I've seen.
That's not what he means. He means queued tasks in any given building type, ie. if your factory has a surplus of production after finishing a tank and another tank is queued up to build next, does that surplus go into it, or is it lost?
Ail Jul 16, 2018 @ 4:57am 
I actually was wondering about that too.

And now that I know, it works this way, I see it as a game-design flaw.

Especially for Space-Marines on bigger maps and/or faster settings it isn't all that hard to get your production rate down to 1 unit per turn per facility-type.
At that point you are at a huge disadvantage as you can't spend your resources any quicker when you can't build more than one unit per city per type, while other factions can spread their production across several cities.

Edit: Oh, I misinterpreted Mikeyboy's reply. So the original question is still to be answered. I think the answer has a lot of implications on what is ideal in terms of optimization.
Last edited by Ail; Jul 16, 2018 @ 5:02am
Slitherine_Iain  [developer] Jul 16, 2018 @ 5:06am 
Yes if tasks are queued the left over should carry forwards.
Ail Jul 16, 2018 @ 5:16am 
Originally posted by Slitherine_Iain:
Yes if tasks are queued the left over should carry forwards.
Only if they are queued but also if they are not? Does that mean I should always queue if I don't want to waste production? Will a building also produce 2 or more units in one turn if the production allows it?
BladeofSharpness Jul 16, 2018 @ 5:33am 
+1 on Ail questions indeed, they make sense in certain hard settings. Can I churn out 2 marine squads a turn? Do I have to check that my queues have an extra unit after the one in production?
Still, even the base implementation is a nicety and good to know.
Rok  [developer] Jul 16, 2018 @ 5:37am 
It should carry over even if nothing is queued.
Ail Jul 16, 2018 @ 5:42am 
Originally posted by Rok:
It should carry over even if nothing is queued.
Will a building also produce 2 or more units in one turn if the production allows it?
Rok  [developer] Jul 16, 2018 @ 5:51am 
No.
BladeofSharpness Jul 16, 2018 @ 9:50am 
Alternate between cheap and costly and you should be fine Ail :-)
BladeofSharpness Jul 17, 2018 @ 2:01pm 
I have to say regrettably, that after several tests I'm fairly certain that there is no carry-over working. Unless you need to produce the same exact unit several time (I did not test that), I never saw a single time a reduction in turns, despite several cases where I should have received it.

For example clearing several tiles (cost 12) should lead to a reduction in turn when you produce 20 and follow up with a building with a cost of 32. Never happened

Or producing 5 Terminator (cost 48) when my production was always between 28 and 32 never gave me for the 6th unit, a tactical marine, one turn (cost 32). It was 2 turns, period.

So it don't work...
Last edited by BladeofSharpness; Jul 17, 2018 @ 2:02pm
Rok  [developer] Jul 17, 2018 @ 2:21pm 
It appears bugged, nice spot.
BladeofSharpness Jul 17, 2018 @ 10:51pm 
Thanks you for your responsiveness. Carry-over can be quite important and will also reduce micro-management, if you know you don't have to optimize that much the #of turns.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jul 15, 2018 @ 8:21pm
Posts: 13