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Ijuin
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Tokyo, Japan
May 2002 time: 14:36
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Ok, in order:
Food: Two units are needed to feed each citizen; the rest goes into the granary box. When the granary box overflows, the food is converted into one new citizen (two if you have the Longevity wonder). Towns up to size 6 take 20 food to fill the granary box, cities from 7-12 take 40 food, and cities larter than size 12 take 60 food. If you have a Granary in the city, then it will only empty to the halfway mark when a new citizen is generated, allowing for faster growth.
Shields (production): These go into the production box. When the production box is full, whatever is being produced by the city will be completed. If you do not have anything that you want to build, then you should choose Wealth, which converts the shields into gold (although it takes two or more shields to make one gold, the number depending on what value is set in the editor).
Commerce: gold gets divided up in the following priority: First, a percentage is taken off to fund science. Next, any gold per turn that you owe to another civilization gets deducted (or added if they owe money to you). After that, the cost of supporting your units is deducted. Next, the cost of maintaining your city buildings is deducted. Whatever remains gets added to your treasury (or subtracted from your treasury if it is negative).
Production and Commerce are subject to losses from corruption (analogous to the crime in Call to Power), but Food is not.
Corruption increases due to:
Distance from your Palace/Forbidden Palace
Being on a separate landmass from your Palace/Forbidden Palace
Not being connected to your Capitol (Palace) city via trade network (roads or sea)
Having more than the optimum number of cities (set in the editor--larger maps tend to allow for more cities).
Corruption can be reduced by:
Making sure your city has a trade connection to your Capitol
Building the Courthouse and Police Station buildings in the city
Building the Forbidden Palace (this reduces corruption in all nearby cities--you can only have one FP however)
Assigning citizens as Policemen specialists (starting in the Industrial age)
On Rush Buying:
Great Wonders (only built once per game) can only be rushed by using a Scientific Leader (available at random if you are the first civilization to learn an advance). Move the Leader into the city building the Wonder, and click on the button that becomes available to rush the Wonder.
Small Wonders (each civilization can have one and rebuild it if it is destroyed) can be rushed by Military Leaders in the same manner. Scientific Leaders can rush Small Wonders as well, but it is more useful to use them on Great Wonders instead.
Normal buildings and units can be rushed by clicking on the rush button in the city screen (located next to the button where you select what to build).
Under authoritarian governments (Despotism, Communism, Fascism), you have forced labor rushing, whereby you work your labor force to death, gaining 20 shields per citizen sacrificed. The drawback is that you incur a penalty of one unhappy citizen for each citizen sacrificed--this unhappiness lasts for 20 turns. Note that if the number of unhappy citizens generated exceeds the number of total remaining citizens, then the unhappiness will spill over into your other cities.
Under freer forms of government (Monarchy, Republic, Feudalism, Democracy), you rush projects with cash, buying the necessary resources to complete the project. The cost is four gold per shield purchased (or eight if no shields have yet been expended on building it--this represents the extra cost of starting and finishing the project on the same turn).
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