Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Strategy > City tile worked upon pop. increase
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Goethe80 is offline Goethe80
Chieftain
Leicester, UK
Jul 2003
time: 05:35
  Old Post 01-05-2004 01:07
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
City tile worked upon pop. increase Support Apolyton, buy Civilization 2

From what I see, the order the game proceeds means that the prog. calculates the pop increase, which automatically adds 1 more tile worked in the city, and adds the shields/food/commerce in, then works out whether or not you've completed construction of an item.

Is there any way to control this? I'm going to assume that c3c will assign the new citizen to what it thinks is the most efficient worked tile. I suppose there's no real way to control this, but I would be appreciative if someone could post what rules the prog. follows when deciding what's the most efficient worked tile for your new citizen.

(no, I'm not a micro-management freak.. well, except maybe for the 1st 3-4 cities )

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:35
  Old Post 01-05-2004 01:15
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Sort of, you can often set the citizen on tiles in such a way as to force the Govenor to place the new citizen on the tile you want.

IOW if yo need more shields, have a forrest tile free and have enough food to ensure the Gov will stick the new one on the forrest. You have to be sure to have the gov control happiness at that point (IIRC).

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:35
  Old Post 01-05-2004 12:40
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Increase Your PM Length

First of all, while the AI will assign the new tile based upon what it perceives the city to need most, you only get the additional SHIELDS from the new tile (sort of stupid, I know). This means that if your city is food poor after the pop increase and before the new tile is selected, the AI will many times select an unimproved non-bonus grassland tile (2 food, 0 shields) simply because it's the best tile for food in a city that needs more food... since only additional shields are counted, you get nothing extra.

The best way to game this little quirk is to, first of all, have the AI Governor set to "Emphasize Production" in all cities. This will slightly increase (emphasis on SLIGHTLY) the chance that the AI will select a high-production over high-commerce or high-food tile. However, the slight bonus in production can make a big difference if you're micromanaging and planning ahead.

A city that is 5 spt and 3 fpt under one WF setting and 6 spt and 2 fpt under another can be tweaked to give you 2 more food earlier (getting your pop increase a full turn sooner than otherwise) and then use the pop increase (extra tile hopefully a forest or a mined bonus grassland tile, etc.) to finish a settler as the pop increases. If the pop increase would otherwise result in an unhappy pop point, all the better for the timing.

Using such a tactic repeatedly over time can be very effective. The trick is being able to anticipate what tile the AI will pick. I've found this incredibly frustrating at times... the AI will far too often pick a high-food tile with little or no shield bonus as the free tile (completely useless). The key seems to be making sure that the last turn you do the pop increase is a turn on which you've set the city to max out its food income so that it's more likely to pick a high-production tile when the AI looks to pick the next one.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:35
  Old Post 01-05-2004 13:23
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Browse Apolyton AD-FREE

Cut-n-pasted from another post:

I've also noticed in C3C you don't always get the highest production tile when growing with +3 food. IIRC 2.1.2 is prefered over 1.2.1 with +3. Definitely 2.1.1 is prefered over 1.2.0 with +3, while 1.2.1 being prefered over 2.1.1 with the same food surplus. This is something to keep in mind as it changes build queues from what they could have been in Civ/PtW.

----------

From what I've seen in C3C, it's the Food + Shields + Commerce of the tile taken into account at +3 food per turn. Shields being the tie breakers, or maybe they are slightly weighted more, not sure.

At +4 and +5 it seems to go for the highest shield tile always.

In Civ/PtW I think it always gave you the highest shield output tile if at 3 or more food surplus, and the best food tile if at 2 or less.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:35.
Apolyton Time is 00:35.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0387 seconds (89.66% PHP - 10.34% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net