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Bed23
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granary was a must build in other viv, not now, it make only 10% more food! but a far and thats 20 or 30% more food that u ll have for very litle towns(under 5)!
and while u construct ur granary ur defense are poor...
concerning starvation i never had stravation in ctp1 or 2! it's simply impossible since i allways had food slide at the lowest
recycled center and other polution improvements are important ur right... when they are needed
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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Under the new production scheme, you need alot of tile improvements. A single improvement has little to no effect on a city. On a city of size 1, that farm is worth 1/6 of 5 food. Not to mention that PW affects every city. So if you are trying to build a wonder, then you are handicapping that city.
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History is written by the victor.
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Thanks for the advice, Bed23.
What about defense-related buildings?
Is it important to build a city wall or ballista early in the game?
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phoenixcager
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of the the Civilization Gaming Network. Visit the CGN Forums
[This message has been edited by phoenixcager (edited January 05, 2001).]
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down th' pub
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Chasin' Shadows in the Rain
Dec 2000 time: 05:14
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Everyone has to confess this is a revolutionary idea.
I've just found time to do the math, based on what I could remember from that great thread I couldn't find!
So a size 1 city based entirely on grassland (or terrain that produces 10 food on average per tile)
Base: 38.33
w/Granary: 42.17
w/(1.5) Farms (so the cost is the same): 40.83
With a size 6 city (again average food production 10 per tile)
Base: 105
w/Granary: 115.5
w/Farms: 120
But as the city gets larger again the value of the granary begins to come back, as it also boosts production of workers in the second ring of tiles, whereas the farm stays where it was put!
So I'm thinking turn PW to 0, build cities & basic defenses, then turn PW way up to get cities to a middle size quickly.
There are obvious downsides, but hey it has made me think things through for my next game.
*all calculations done off the top of my head on the back of a book of matches.
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down th' pub
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Chasin' Shadows in the Rain
Dec 2000 time: 05:14
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Oh yeah, and doesn't this reduce pollution too?
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Bed23
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down> what r u talking about?? where did u see that values? all ur numbers are wrong lol
first: grassland make 15 foods no 10(but the situation is so rare... take plains instead: 10 foods)
second: farm makes 10 foods and 20 for an advance one
third: i never build farms, they are useless, build supermarket and ports! since the point in CTP2 is the science output, u must focus on it(the difference of growth is ridiculus when u got ur food slide to the minimum so dont focus on leveling that)
to finish, i dont say: never build a granary
i say dont build granary and other improvement at the begening they are useless comparing to units and settlers and i add: after the begining prefer tile improvements to building improvements
do u see my point of u?
(make again ur calculation if u want but concerning science output the difference is so huge(200 or 300% more science output for my civ with port and supermarket) that u don't need to calculate it
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down th' pub
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Chasin' Shadows in the Rain
Dec 2000 time: 05:14
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Ah yes...
Did I say Grass - I really meant plains, sorry, because they produce an average amount of food.
I used 1.5 farms as at 200 each the cost is the same as a granary.
The arithmetic is the same whether you focus on commerce, food or production. However the science improvements are generally more expensive than the food ones and as commerce is less readily abundant (huge generalization) than food then the advantages of this tactic are more pronounced. It is still true to say that improvements are more advantageous in larger cities, something you alluded to in your original post.
I do agree with you that scientific develpment should be a primary objective, as it was with Civ2 and SMAC, after all if you have tanks 50 turns before everyone else, well let's just say it helps!
As for the rest I agree entirely, and I'll work on the numbers and get back to you.
Cheers!
Oops - bad spelling.
[This message has been edited by down th' pub (edited January 06, 2001).]
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down th' pub
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Chasin' Shadows in the Rain
Dec 2000 time: 05:14
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OK this got complicated, because...
these numbers depend on your science tax rate, the number of city improvements and their cost to maintain.
Then I thought an academy costs to maintain (so I ignored that).
So I decided to factor none of this in, I'd rather play than do math. (I just remembered why I used food before)
So just to clarify base commerce production, Academy, Outlet Mall(1 of each - the cost is similar), science assumed to be 100% (the ratios would be the same).
Size 1; Base 38.33, Academy 42.17, Mall 41.67
Size 6; B 105, A 115.5, M 125
Size 10; B 158.33, A 174.67, M 178.33
Size 15; B 225, A 247.5, M 245
Added perk of tile improvements - you can build more than one.
Added per of both - compounding.
My head hurts now, Bye.
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MrLeN
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Melbourne
Jan 2001 time: 05:14
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ROFLMAO!
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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