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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-General/Help/Strategy > production curiosity
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ww2vet is offline ww2vet
Settler
Knoxville,TN, United States
May 2001
time: 05:14
  Old Post 22-05-2001 22:33
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production curiosity Increase the size of your Attachments

ok. Im just a little confused on the whole production factor of Call to Power. Say that your bringing in 200 production every turn. you have a support cost for your units that is 150. My question, is the unit support cost the only thing that costs you production. And if you have say from the example: 50 production left at the end of your turn would it be kept as " storage" or lost at the end of the turn. thanks

pchang is offline pchang
King
Cupertino?
Aug 1999
time: 05:14
  Old Post 23-05-2001 02:26
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Production is what you use to build everything. Maintenance of units drains production. Saving for public works also drains production. Whatever is left over is what you have left to build units and improvements.

ww2vet is offline ww2vet
Settler
Knoxville,TN, United States
May 2001
time: 05:14
  Old Post 24-05-2001 23:55
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Help yourself to an AD-FREE life

I thought that public works came from gold that youset aside.

I'm so confused.

ZoboZeWarrior is offline ZoboZeWarrior
King
of anonym losers ... :[
Mar 2001
time: 06:14
  Old Post 25-05-2001 03:18
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This is very complicate ...

1) A city produce a fixed amount of production each turn.

2) The amount is modified by building.

3) This amount is modified by the worked time per day.
The base worked time per day is 8h / day ( + 0 % production modifier.)
You can modify this time by step of 2 hours :
-/+ 2h/day = -/+25 % production

4) Your kind of gouvernment give extra production for each working people (depending on gouvernment and worked time per day).

5) Enemies can stealyou production.

6) Criminality steal you production (criminality is high on low happy city).

7) Army cost you a percentage of production.

8) Public work cost you a percentage of production.

Metal is offline Metal
Settler
France
May 2001
time: 06:14
  Old Post 25-05-2001 23:27 Visit Metal's homepage!
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Anyone knows how to get city's production with SLIC ?
Is it possible ?
Thank you if anyone help me.

berXpert is offline berXpert
King
Home :)
Jan 2001
time: 23:14
Post  Old Post 26-05-2001 03:00 Visit berXpert's homepage!
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#6 Report this post to a moderator
Inflate your Upload Space

Do you want to increase your public works ?

Then try this (extracted from Keygen Mod):

Triger 'StartUp' when (unit.beginturn && (g.year ==0)) {
SetPW(g.player, 50000)
}

Or do you want to know how much production have a city?

Metal is offline Metal
Settler
France
May 2001
time: 06:14
  Old Post 26-05-2001 04:27 Visit Metal's homepage!
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I want to know how much production have the city.
Do you know a way to get it ?

berXpert is offline berXpert
King
Home :)
Jan 2001
time: 23:14
  Old Post 26-05-2001 06:02 Visit berXpert's homepage!
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I don't know SLIC too much, but there is a variable named but undocumented that maybe is what you want:

city.buildingpop (maybe is when the window city status open)

Other thing I've noted is that in the city status the tab are named like the city variables:

[name], size (population), food, [production], [gold], [science], happiness, producing (building), [turns to build], rush buy(overtime cost)

some are documented but others not! I think that somewhere this values must be saved


I read somewhere that you can also access the UI Component from the program, like in the triggers


Trigger 'MyTrigger' on "ControlPanelWindow.CityUnitSelectedTabGroup.Macrotab" when (g.player == g.tutorialplayer ) {

commans

}


---

Finally maybe there are some stuff in the middle of the strings variable that I never see documented (maybe 'coz you can use inside the SLIC) but that makes sense for a multiplayer game:

strings.system.requestdenied
strings.system.kicked
strings.system.gamesetup
strings.system.gameenter
strings.system.gamehost
strings.system.gamecreate
strings.system.launched
strings.playstylevalues
strings.ppt
strings.playstyles
strings.system.donhavecd
strings.system.readytolaunch
strings.customrules
strings.excludedunitinfo
strings.excludedimprovementinfo
strings.excludedwonderinfo
strings.dynamicjoin
strings.handicapping
strings.goldinfo
strings.pwinfo
strings.bloodlust
strings.pollution
strings.mapsize
strings.mapsizestrings
strings.privatemessage
strings.teammessage
strings.email
strings.hotseat

... much more

Maybe is just trash but hope it help you

---
Maybe Fuzzball can understand this strings with his proyect to make PBEM and Internet game interchangeable

Fuzzball is offline Fuzzball
Prince
of bellybutton fluff
Apr 2001
time: 15:14
Thumbs up  Old Post 26-05-2001 07:22
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Remove this text

Thanx Berxpert. I think some of this information will definitely come in handy when I get back around to that Pbem/Multiplayer project. I've sidelined it for a while though, as I really have to finish a ctp mod I promised some friends of mine about hmmmm.......3 months ago? Maybe longer....hehe But there's always one more thing I want to change....and somehow I've killed the whole mod trying change just that one thing so many times Soon guys...I promise...soon....

jpww is offline jpww
King

Mar 2001
time: 00:14
  Old Post 28-05-2001 15:26 Visit jpww's homepage!
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Re: production curiosity Increase the size of your Attachments

quote:
Originally posted by ww2vet
... Say that your bringing in 200 production every turn. you have a support cost for your units that is 150. My question, is the unit support cost the only thing that costs you production?


I assume you're talking about your civilization's total production output per turn. In Call To Power, units belong to the civilization as a whole. individual cities do not support the units.

Now, this is the question! I'll keep it simple

Answer: No, the unit support cost is NOT the only thing that costs you production. There are other factors to consider:

- Public Works (%) come from production you set aside for tile improvements.

- Crime rate affects your production negatively.

- As Zobo points out, your opponents can 'steal' a percentage of your production by making use of Corporate Branches and Subneural Ads.


quote:
Originally posted by ww2vet
... And if you have say from the example: 50 production left at the end of your turn would it be kept as " storage" or lost at the end of the turn. thanks


Answer: In this example, the 50 production left at the end of the turn would be used for building units, improvements and wonders.

jpww is offline jpww
King

Mar 2001
time: 00:14
  Old Post 28-05-2001 15:43 Visit jpww's homepage!
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quote:
Originally posted by ww2vet
I thought that public works came from gold that youset aside.

I'm so confused.



Actually, you can allocate a percentage of your surplus gold to science. Keep in mind that at the beginning of each turn, improvements upkeep costs are deducted from your entire gold income.

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