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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Food-Shield-Gold explanation help PLEASE!
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Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:36
  Old Post 30-05-2004 17:23
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Food-Shield-Gold explanation help PLEASE! Support Apolyton, buy Civilization: The Boardgame

Ok..

I am coming from years of Call To Power:

Inn CIV III Conquests I am playing and find I cant rush buy a wonder..

No problem

Now I am seeing as i go the varying terrain attributes even closer.

Lets see if I get this right:

Food is for growth

Shields are for production

Gold is for support and science?

My problem I am fathoming and please, just trying to get this straight:

I cant rush buy or I can rush buy improvements?

How about units?

Thanks

Grandpa Troll

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Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 30-05-2004 18:45
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Rush buying is done by population or gold depending on government. from what I remember it is not a good idea to rush buy using population anymore, it used to be worthwhile(and even abusable), but I don't know now.

Ijuin is offline Ijuin
Warlord
Tokyo, Japan
May 2002
time: 14:36
  Old Post 30-05-2004 18:56
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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).

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:36
  Old Post 30-05-2004 22:01
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Actually, Feudalism has Forced Labour.

bobbo008 is offline bobbo008
Prince
The Wisconsonian Empire
Dec 2002
time: 23:36
  Old Post 30-05-2004 23:06
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"(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)."

you can more or less get around this by rushing the cheapest thing (worker). and then you can rush your more expensive unit/improvement for just 4 gold per shield. made a big difference late in the game when someone first pointed that out to me here.

Extro is offline Extro
Settler
Plaisance, Qc
Nov 2002
time: 00:36
  Old Post 01-06-2004 00:51
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Ijuin...

quote:
Originally posted by Ijuin
Corruption can be reduced by:
Building the Courthouse and Police Station buildings in the city


Are you sure about the police station? In the encyclopedia, (civ3 Vanilla 1.29f ), it says that Police station reduces war weariness. It does not mentionned reducing corruption. Could someone else confirm that. I always avoided to build Police stations... as far as reducing corruption anyway...

Extro

zorbop is offline zorbop
Warlord
st louis
Jan 2002
time: 23:36
  Old Post 01-06-2004 01:42
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I am fairly sure it was updated in either ptw or conquests so that police stations reduce corruption as well as war weariness.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:36
  Old Post 01-06-2004 06:53
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Corruption has 2 components - distance corruption (measured by the distance from your capital or if built, your FP, whichever is closer, divided by the map size), and rank or OCN corruption whereby each city is assigned a rank according to its distance from the capital and it's rank corruption is calculated based on the rank compared to the adjusted OCN (Optimal City Number). OCN is determined by the map size and difficulty level.

Courthouses and Police Stations each reduce the distance corruption by 50% (if you have both, the cumulative reduction is 75%).

They each also increase the OCN by 25% (cumulative 50% if you have both), which increases the denominator of the rank corruption calculation by this amount and hence reduces overall rank corruption.

There is also a maximum corruption level for any city in C3C of 90%, which reduces by 10% for each of the Courthouse / Police Station, and by 70% for the FP city.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:36
  Old Post 01-06-2004 09:41
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quote:
Originally posted by zorbop
I am fairly sure it was updated in either ptw or conquests so that police stations reduce corruption as well as war weariness.

I think it were in a Civ3 patch

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