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Oncle Boris is offline Oncle Boris
Prince
Once in a brown moon
Aug 2001
time: 00:21
  Old Post 14-10-2004 01:08
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Granaries? Tired of ads?

I've had an odd problem with my last game: Granaries stop functioning when the city reaches 7 population. Is that normal?

Even more odd, this problem disappeared when I captured the Pyramids.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:21
  Old Post 14-10-2004 01:27
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They do work, except when the city grows there isn't enough food to half-fill the newly grown foodbox. So it often looks like granaries don't work when the city grows to a 7.

Once you get more food the visuals will correct themselves. Future pop growth will provide the half a foodbox of reserves.

Nor Me is offline Nor Me
Prince

Oct 2002
time: 05:21
  Old Post 14-10-2004 01:28
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You know that granaries normally don't work when a city goes from size 6 to 7 (or 12 to 13), right?

In unpatched civ, if a city with a granary grew from 6 to 7, it would have a half-filled food box. But as the food box size doubles from 20 to 40 there, this meant that it would have 20 food. If you built a worker that turn, it would go back to size 6 and have 20 food which would be a filled food box. So it could grow again next turn. Then you could build a worker every turn or every 2 turns with only 1 or 2 excess food if you had the production.

This was felt to be an exploit so Firaxis removed it in a patch. The logical thing to do would be to have 10 food left but as it's a patch, they just went with the simplest to code option. So granaries don't work at all then.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:21
  Old Post 14-10-2004 01:36 Visit alexman's homepage!
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Are you sure Granaries don't give 10 food in the size 6-to-7 growth? I'm pretty sure they do (I use Settler/Worker pumps at that growth size all the time).

Unless building a Worker at size 7 with an empty food box and a Granary is what gives the 10 food...

Nor Me is offline Nor Me
Prince

Oct 2002
time: 05:21
  Old Post 14-10-2004 02:39
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You're right, new size 7 cities do have 10 food, even in civ3 1.29f. I'm sure I've seen a city with a granary and an empty box before bow. It's possible that that might have happened in an aerlier patch.

gunkulator is offline gunkulator
Prince

Feb 2003
time: 00:21
  Old Post 14-10-2004 02:43
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I am hesitant to disagree with alexman but I think Nor Me is right. Granary or not, the food box empties completely when going from size 6 to 7 or 12 to 13.

You can add a worker at size 6 (or 12) and have the built up food still there in your size 7 (or 13) city.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 14-10-2004 02:47 Visit Trip's homepage!
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Incorrect.

10 food remains in the box when you grow to size 7. I remember seeing it just the other day. The line denoting that you have a Granary does not reappear until you have at least 20 food though.

Oncle Boris is offline Oncle Boris
Prince
Once in a brown moon
Aug 2001
time: 00:21
  Old Post 14-10-2004 02:48
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Put an end to popups!

I'm playing C3C 1.22.

Guess I'll do some testing of my own to check the 10-food thing.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:21
  Old Post 14-10-2004 03:16
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10 food is how I remember it. I forget the details, but it was caused by the fix to the populationless worker "exploit", if memory serves.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:21
  Old Post 14-10-2004 03:50 Visit joncnunn's homepage!
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Myself, I never build a Granery on a city that doesn't have an aquaduct (natural or artifical) unless it's a worker / settler pump.

Plus, I try to time construction of graneries to finish right before a city would grow. (Other than the size 6 -> 7 / size 12 -> 13)

Oncle Boris is offline Oncle Boris
Prince
Once in a brown moon
Aug 2001
time: 00:21
  Old Post 14-10-2004 09:06
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quote:
Originally posted by joncnunn
Myself, I never build a Granery on a city that doesn't have an aquaduct (natural or artifical) unless it's a worker / settler pump.

Plus, I try to time construction of graneries to finish right before a city would grow. (Other than the size 6 -> 7 / size 12 -> 13)


The city in question is a worker pump.

joncnunn is offline joncnunn
Emperor
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Sep 2002
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  Old Post 16-10-2004 02:13 Visit joncnunn's homepage!
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Most important thing for a worker pump is do not allow the city to cross the size 6 - size 7 threshold.

quote:
Originally posted by Oncle Boris

The city in question is a worker pump.

Nor Me is offline Nor Me
Prince

Oct 2002
time: 05:21
  Old Post 16-10-2004 03:13
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Why? It's the 20 food at size 7 barrier that you don't want to cross.

Oncle Boris is offline Oncle Boris
Prince
Once in a brown moon
Aug 2001
time: 00:21
  Old Post 16-10-2004 04:49
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quote:
Originally posted by joncnunn
Most important thing for a worker pump is do not allow the city to cross the size 6 - size 7 threshold.



Yes, I have just realized this.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
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  Old Post 16-10-2004 05:00 Visit alexman's homepage!
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quote:
Originally posted by Nor Me
Why? It's the 20 food at size 7 barrier that you don't want to cross.


Assuming you have a Granary, that's the point where you start size 7, so you are both saying the same thing.

Nor Me is offline Nor Me
Prince

Oct 2002
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  Old Post 16-10-2004 22:48
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I've been avoiding the size 6-7 boundary for a long time. That's why I didn't discover what I've learned here.

quote:
Originally posted by alexman
Assuming you have a Granary, that's the point where you start size 7, so you are both saying the same thing.


Surely, you start at size 7 with 10 food. If you don't reach 20 food, then you can go back down to size 6 or 5 without slowing your growth.

Of course, I've not tried anything yet, so feel free to point out the deliberate mistake.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 16-10-2004 23:19 Visit Trip's homepage!
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If you go down from 7 to 6 it erases what progress you made.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:21
  Old Post 16-10-2004 23:25 Visit alexman's homepage!
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quote:
Originally posted by Nor Me
Surely, you start at size 7 with 10 food. If you don't reach 20 food, then you can go back down to size 6 or 5 without slowing your growth.


Sorry, of course you're right that you start with 10. Not sure what I was thinking.

But as Trip says, if you go past 10 food at size 7 and then go down in population, you will get left with 10 food (zero if you don't have a Granary), even if you were between 10 and 20 food at size 7.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:21
  Old Post 16-10-2004 23:48 Visit Modo44's homepage!
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But will the city grow, if the timing is correct? I mean, will the city drop to size 5, or 6 if a Settler is finished and there is 20 food stored?

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:21
  Old Post 17-10-2004 06:44
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Does make a difference whether you time your Granary build on the same turn as pop growth of one turn before pop growth?

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:21
  Old Post 17-10-2004 07:05 Visit alexman's homepage!
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Yes, you lose the extra food if it's built on the turn of Growth.

Modo44, if a size 7 city builds a Settler with 20 food in the box, you will get a size 5 city with 10 food in the box (or zero in the box if you have no Granary).

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 17-10-2004 07:23 Visit Trip's homepage!
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Food is tabulated first, then shields and finally commerce. Shields which are gained through growth are added in for that turn but commerce is not.

This means your Granary build will not be recognized until the food is applied and growth is taken care of. The net result, is, of course, what Alex has just said - if you grow the same turn that you complete a Granary then it won't be full the turn you build it.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:21
  Old Post 17-10-2004 13:56
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Lose 30 kilos (of popups)

quote:
Originally posted by Trip
Food is tabulated first, then shields and finally commerce. Shields which are gained through growth are added in for that turn but commerce is not.


Do you know this for sure? Would it not be the case that trade is worked out before food (and thus growth), then shields? How do you know that trade comes after growth, if the extra pop does not have any effect on trade anyway?

Cataphract887 is offline Cataphract887
Prince

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In Your Closet
Apr 2002
time: 00:21
  Old Post 17-10-2004 17:37
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if the trade is calculated before growth that would expalin why pop dosnt get commerce

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:21
  Old Post 17-10-2004 18:47
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Trade must be calculated at the very beginning of a turn, which is why you receive techs before you go through the city build cycle (and can exploit it by changing builds to those that use the new tech). Its also why you can revolt before the build cycle if the tech you discovered is a government tech.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:21
  Old Post 17-10-2004 22:29
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Yeah, trade is calculated at the beginning of each turn, before growth.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:21
  Old Post 17-10-2004 23:02 Visit joncnunn's homepage!
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I'm really, really hoping that civ 4 does away with the min & max turns of reserach and the trade calculation at the beginning of the turn and does this (and science) on a per city basis like Civ I, II, and SMAC.

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