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IamRookie
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New York, NY, United States
Aug 2000 time: 05:12
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is there a way. to catch a city before it goes into civil disorder.. so that you can take steps to stop it from ever happening?
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Mike.doc
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Houtain-le-Val, Belgium
Jul 2000 time: 05:12
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Please what is OCC ?
rookie-too, rookie-two
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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There's an easy way to check for disorder, but it's not a very pure solution:
Set the game option to pause at end of turn. EVERY TURN, save the game (I find this less confusing than trusting the auto-save function).
Don't bother to check for disorder. But if a city goes ito disorder, go back to the previous saved file and try to fix it the problem.
NOTE: If you have many cities and a lot of population, the happiness display can frequently show you FALSELY that a city is unhappy. You go to the city and find out that it is really OK. The cheat I described above is a lot nicer than checking these false unhappiness warnings every turn.
- toby
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toby robison
criticalpaths@mindspring.com
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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quote:

Originally posted by Carolus Rex on 08-22-2000 11:31 AM
i) Any food that more than fills the box is wasted. If you need one more food to fill the box and the city produces a surplus of two, then the extra food is wasted. That's something to micromanage, I dare not speak on whether you should max shields or trade. 
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very true, although if you are producing more than 2 food surplus, you may want to start micromanaging several turns in advance.
quote:

ii) The game doesn't remember the wasted food. If you shuffle workers around so you get zero surplus when the box is filled, then the city grows and have no food in the box. If you shuffle workers around and have a three food surplus when the box is filled, then the city grows and have three food in the box.
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almost. when it grows naturally, you also get the new worker's output, if any. I use that to my advantage to control where the AI puts the new worker. I take the tile that the AI is mostlikely to want to use and remove the worker from that square, placing the rest of the workers where I want them, and let the AI place the new worker in the place I just removed it from. If it was an oasis or wheat, sometimes I have a food deficit going into the next turn, but come out with a surplus again.
When growing via WL days, you don't get the new worker's output on the turn of growth, so what you said before is correct there.
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I'm not sure on the deficit, though. I've always (by habit) made sure that I have a surplus >=0 when the box is full. Easy enough to test, though.
Carolus
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tested thoroughly through a lifetime of Civing 
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April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
*goes off and starts gifting gold and techs*
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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here's my two cents. it's a rare situation i'm sure but something to know anyway.
if your city is size 8 with a food box that's full (size 9 next turn), building an aqueduct (rush building) is a waste of gold. the population growth takes place before building does. i found this out the hard way after borrowing some gold from Rah in a MP game. My city stayed at eight and the food box emptied.
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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I believe that Sten Shure's method of changing the rates -- to make the happiness screen update for the current turn -- does not avoid the bug in ToT that causes some cities to appear unhappy, even though they appear OK when you go to the actual city display.
-toby
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