Sorry for abusing by "bug"-reporting... It's me again with "total_production_is_unaffected_by_production_speed-bug".
I got the idea, the production on the top of the screen is not the production per second, it's per "tick". But there is still a drawback. So, if I have population 400 and 100 farmers +100% lord bonus I will always have +0 food whatever production speed I have. Because food consumption is "per tick" too! It works for iron and gold the same way.
I have no idea what can cause that hunger of my nation...
Ahh... So it's capped. Are you going to change Production Speed to Science Bonus? It just adds X% to total production instead of decreasing production time by that X%.
I noticed something strange with Production Speed. Now PS=500 at reaserch level of anything 125 doezn't mean "double production", it's just a +50%. PS=800 is +20%.
I dreamed about reaching research level 250 for infinite production but it wouldn't work... :(
I think that number of soldiers should have a slight reduce over time. Probably, reduce by "enemy level" each time enemy HP reaches 0. So, it will make much more sence for making multiple sergeants and blacksmithes. I just feel uneasy watching 500 immortal soldiers. To be honest, I would be glad if the reduce rate was even higher, likely "enemy level per attack" but it will greatly overpace the traning and production rate.
That sounds pretty close to what I had planned for 0.7 . I'm planning on adding an attack stat to enemy kingdoms, defense to your army, and a random number generator linked with each's attack to determine how much damage is done by each side each turn. Adds a little more randomness to the game :)
This will definitely be fixed in 0.7. Thanks for the report.