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Laertes
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London
Jul 2000 time: 05:15
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quote: Originally posted by Messer Niccolò
... Arrows
For what I know arrows are generated from: working the surrounding squares + trade. |
Arrows are indeed generated from surrounding squares - roads and rivers, and trade specials. They are also generated when you complete a trade route to another city, usually something between 1 and 5 arrows per route, if you establish it early in the game.
These arrows are allocated to tax, research and luxuries, according to the percentages you set on the tax rate screen. The propotion allocated to research is shown via "beakers" - icons which look like chemistry equipment and are shown on the right hand side of your city info screen, beside the coin icons.
The beakers are also shown on the f6 science screen, which shows you what you have researched and are researching. The beakers are easy to see at the beginning of the game, when 10-20 beakers fill the bar to complete your research for Ceremonial Burial, for example.
The number of beakers required for each new scientific discovery goes up throughout the game, although other factors can reduce it (see the Great Library thread in the Strategy forum - "Gifting" is the name of the topic).
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:15
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OK, let's see if we can clear this up.
Arrows are derived from the land, and are given by trade routes.
from there, they are divided by your tax rate into...
Gold represented by coins, or the @ symbol. goes into your treasury or used to pay support costs on buildings.
Beakers or science. represented by... little beakers. these apply toward your next discovery.
luxuries represented by little cups. these go toward keeping your people happy.
Naturally, you can adjust these in your tax rate.
Now, when delivering a Caravan, you get a certain amount of arrows added to the home city each turn (to be allocated in your tax rate). in addition, you ALSO get a one time GOLD bonus added to your treasury and a one time BEAKERS bonus added to your research. you can see the science bonus by checking your science advisor just before, and just after delivering the caravan. see how your research jumps.
Natch, you can stockpile caravans for wonder building. it's kind of nice when a wonder goes up in one turn 
the science effect of the one time trade bonus has let many boost their science by keeping delivering caravans over and over again. especially useful when your science isn't good enough to give you one tech per turn.
sorry for the huge influx of stuff, messer, but you were kind of vague in your request
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:15
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quote: Originally posted by Marquis de Sodaq
Yes, We Love The * Day in your city is when they celebrate your genius. It means that at least half the non-specialist (Elvis, taxman, Einstein) citizens in the city are happy (light blue) and none are unhappy (red). A celebrating city gains one extra arrow on each tile that produces one already. The big bonus is that the population increases by one if there is a surplus in your food production.
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Urr... Not exactly all of that at once. "We Love The Leader (Consul, President, High Priest, Etc.) Day" has a different effect depending on your government. in Monarchy, Communism, or Fundamentalism, it adds the trade arrow you describe. in Republic Or Democracy, it gives you the +1 pop for every turn you keep it up, but not the arrows. In Despotism, the tile limiting restraints (every tile producing over 2 of something produces 1 less) are lifted, but not the added arrows or increased pop.
the way you achieve a "WLT*D" (the common short term) is dead on. Well, not quite. At least half your citizens total (including specialists) have to be happy. it also doesn't work until your city is at least size 3.
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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