|production time cap|
|18:17:33 May 27th 11 - Mr. Iceberg II:|
Does the amount of armories at some point max out and stop reducing production time?
|19:14:01 May 27th 11 - Konig Polydeuces:|
7500 armouries. Military science also increases your training time by 1 day per level.
|19:14:45 May 27th 11 - Mr. Eddo:|
yes 7500 is generally the max for a city
|19:24:56 May 27th 11 - I am Legend:|
I thought it was 7.5k when its just an ordinary armory. And 10k for an arms in a production city.
|00:32:25 May 31st 11 - Mr. Jakee:|
Nope, just 7500. lol
Whether anything above 7500 reduces the clumping factor in screwed prod towns or not has yet to be tested by this fellow.
|01:16:05 Jun 2nd 11 - Mr. Fafnir:|
armories with no production cities maxes out at 7500
|05:21:04 Jun 2nd 11 - Konig Polydeuces:|
Though I don't know why you would make an armoury out of a production city as if the production goes lower than 100% troops start training much slower.
|06:40:33 Jun 2nd 11 - Mr. Turtle:|
|06:41:07 Jun 2nd 11 - Mr. Barny:|
Yes. The maximum training time reduction is 1/2 of whatever the original training time was (after military science is applied).
The Total Buildings in a city will determine the Armories:Total Buildings ratio required to achieve the maximum training time reduction. In general bigger cities will require a slightly higher Armories:Total Buildings ratio, but 7500 armories will always get you the maximum training time reduction.
Each level of Military Science that you have adds 1 tick to the training time for each unit (IE: Military 8 means that s5 units take 80 ticks to train). In the past armories used to affect both the cost of each unit AND the rate at which units were trained, and larger units like Nazgul would come in slowly at the start (similarly to how low productivity affects training), but that is no longer the case. Productivity will still affect the rate at which your units come in.
That should clear things up.
|14:13:54 Jun 5th 11 - Mr. Fafnir:|
Well said Barny.
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