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Arrian
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Kneel before Grog!
Jul 2001 time: 00:13
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If you zoom in to the city screen, it should show how many "shields" per turn the city is producing. The city square itself produces 1 shield (2 if it's a larger city), and then it's a matter of which squares your citizens are working.
For instance... let's say you have a size 4 city. The four citizens are working: a game (deer), two shielded grassland and a wheat on grassland. The city square produces 1 shield, the shielded grassland (that's grassland with the little shield icon in the middle) each produce one more, and the wheat doesn't produce any. So that would be 4 shields per turn. Now, if you mine the grassland squares (including the wheat), you get 3 extra shields, for a total of 7. That city would take 9 turns to produce a musketman.
EDIT: I should mention that certain squares don't provide their full production under despotism, so it's a waste to spend time mining them early on. Hills, for instance. I start mining them only when I know I will soon switch to a better form of government.
Re: governments. If you are at war, or are planning one, hold off on democracy. If you are peaceful, definitely switch over. Communism sucks. When fighting, use either Monarchy or Republic, depending on how many types of luxuries you have access to, what wonders you have (Hanging Gardens? Sistine Chapel? Bach?), and how developed your cities are (marketplaces? cathedrals? colosseums?).
-Arrian
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:13
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The more citizens you have, the more unhappy are your citizens. To be more precise, until a certain point, depending on difficulty level, your city grows by content citizens. Above this point, it adds unhappy citizens. You need to make your citizens at least content, or as much happy as unhappy citizens, or you will face revolts. The mentioned wonders increase the contentness or happiness of your citizens. So do some city improvements, namely temples, colosseums and cathedrals. Also important are marketplaces and luxury resources, as many different types as you can get.
Under certain governments (despotism, monarchy, communism) a certain amount of military units can cause unhappy citizens to be content (so called martial law). So if you can't get luxuries or build improvements or wonders fast, you at least can make some people content with units.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:13
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Yeah, it's all about keeping your people happy (or at least content). Under despotism/monarchy, up to 2 military units in a city will make citizens content that otherwise would be unhappy. Hmm... not the best explanation... let me try again:
Same example city I mentioned above (size 4). Monarch level. With no temple and no luxuries, a city will go into revolt upon hitting size 3. But if you have a unit in it, it will be ok until size 4. Two units will keep it from revolting until size 5. But after that, you need something else (a 3rd unit has no happiness effect).
-Temples make 1 unhappy person content, 2 if you have the Oracle (and it's still active).
-Cathedrals make 3 unhappy content (6 with Sistine Chapel)
-Colosseums make 2 unhappy content
- marketplaces increase the effectiveness of luxuries. Without a marketplace, if a city has access to all 8 luxury types, those luxuries will provide 8 "happy faces" for the city. However, if the city builds a marketplace:
luxuries 1&2 = 1 happy face each
luxuries 3&4 = 2 happy faces each
luxuries 5&6 = 3 each
luxuries 7&8 = 4 each.
That has a huge impact as your cities grow.
Bach's = 2 unhappy become content in every city.
Hanging Gardens = 1 content become happy in each city, 3 in the city where the Wonder is built.
So, if you have a civ that has access to four or five luxuries, you have temples/cathedrals/markets, the Sistine Chapel and Bach... I'd say you can fight effectively in a Republic (easily, even).
If you have a civ with two luxuries (markets don't play a role here), no Sistine or Bach... you may want to switch over to Monarchy.
Obviously, the size of your cities plays a role here. For instance, I was talking to a friend about a massive late-game war he fought in his most recent game, and he was complaining about his democratic government lasting 7 turns before collapsing into anarchy. He had the right city improvements, the Sistine and Bachs, and I think 5 or 6 luxuries. I was astounded. Then I realized why: his cities were all in the 20s or 30s. It's really hard to keep big cities like that happy. From a pure effeciency standpoint, the size 20 city is best. But this friend and I have a thing with high scores (dates back to CivII, where we went back and forth playing the Europe map trying to best each other), and high score means big cities and lots of 'em.
-Arrian
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V.O.C.'02
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rotterdam, holland
Apr 2002 time: 06:13
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quote: Building mines won't reduce the cost in shields of the unit but it should reduce the time needed to make the unit. |
By this you mean, first it takes you 60 shields to make the unit, which takes 30 turns, and after you build the mine, it still needs 60 shields but only takes 15 turns
( by typing this question I actually feel quite stupid, but hey...., the last game I played was pacman and I played it on a Commadore 64 (tapes!!!) now I got civ3 and I Love it the thing now is It totally comsumes me. It allmost costed me my relation, I gained about 20 pounds (very, very, very fast food) And my dog allready learned to walk itself. Give me some time, and i'll see you at deity guys (and ladies, how many women are on this forum actually? (Find me one and I'll mary her)
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