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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 > Granaries don't work!!!!
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MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 08-03-2000 15:53 Visit MadWoodster's homepage!
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Granaries don't work!!!! Support Apolyton, buy Civilization III: Complete

I'm not sure if this has already been discussed but I've just done some testing on a new food storage improvement, and couldn't get it to change the growth rates, I decided to test the granary and even that doesn't seem to work.
Also are the granaries planned effect of halfing the amount of food needed to grow realistic??? Surely all they do is reduce the amount of food waste. There are two ways of implementing this:
1) Increasing the amount of food generated to represent the food no longer wasted.
2) I think it could be done with Slic automatically reducing the food of each city.

Dani is offline Dani
Chieftain
Munich, Germany
Feb 2000
time: 05:12
Post  Old Post 08-03-2000 20:54 Visit Dani's homepage!
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Hi!

Do you make suggestions for ctp2?
Or are you reporting problems? I am a bit confused by your question. Perhaps you must make sure to build the cities where there is food, near to the ocean or on grassland. I try to build the cities where I have both production and food. Mountains and near Ocean is very good. You can increase the production with mines, mills, factories, etc. It is better to have small, highly productive cities than big ones.

Greetings from Dani

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 08-03-2000 21:15 Visit MadWoodster's homepage!
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Apologies for the confusion. I was making two points in one post.
Firstly that I don't think Granaries are working.

My second point was a way for modifiers to fix it. (I suppose that could be considered a suggestion for CTP2 as well)

Hope that clarifies my post

Dida is offline Dida
Prince

Jan 2000
time: 05:12
Post  Old Post 08-03-2000 21:57 Visit Dida's homepage!
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Support Apolyton, buy Civilization III: Complete

I don't think the Cranary is doing
anything.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:12
Post  Old Post 08-03-2000 23:05 Visit hexagonian's homepage!
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What granaries do is they give you an additional surplus of stored food AFTER your city has grown in population.

Population growth occurs when you have built up a certain level in stored food. When your population increases, the stored food goes back to near '0', unless you have a granary. I don't know offhand what the level of stored food goes to with a granary in your city, but I know it is a substantial level - try running a playtest with this info to see, and post the results.

I tested this awhile back because I noticed the same thing.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 09-03-2000 00:28 Visit WesW's homepage!
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Help yourself to an AD-FREE life

Hex is right, granaries don't take effect until after your city has grown once, then, believe me, they work properly.
Woodster is correct that you can't make additional improvements that act as granaries. The SLIC group tried this. Must be another code oddity.
1)- can be done in the terrain text, like Nord's, or my, terrain mods.
2)- can be set in the const.txt. Default is 175 per pop.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Post  Old Post 09-03-2000 01:06 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Wes,

quote:

Originally posted by WesW on 03-08-2000 02:28 PM
The SLIC group tried this.


We did?

quote:

Originally posted by WesW on 03-08-2000 02:28 PM
1)- can be done in the terrain text, like Nord's, or my, terrain mods.
2)- can be set in the const.txt. Default is 175 per pop.


3)- can be set in the Improve.txt. Default is 50 percent.

After reading this tread (right before hexagonian posted) I tested the granaries. The amount of food stored right after a city with granary grew is 50% of what is needed to make the city grow again. I went into Improve.txt and changed the number after the flag IMPROVEMENT_FLAG_SILO to 80 and then 80% of what is needed to make a city grow again was stored. So the granary works exactly as it is supposed to (and can be changed - at least to some extend).

Locutus

Dani is offline Dani
Chieftain
Munich, Germany
Feb 2000
time: 05:12
Post  Old Post 09-03-2000 07:23 Visit Dani's homepage!
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Hi!

Another question: How can I give them enough food, when I tried everything: Hypotronic farms and so on and the city remains at -1 in the city screen?

Dani

ghen is offline ghen
King
Currently leaving Horizons.
Aug 1999
time: 00:12
Post  Old Post 09-03-2000 09:00
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Inflate your Upload Space

Make sure your citizens are actually working on the hydroponic farms. click the city once, then right click it. You'll get a screen that shows where people are working.

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 09-03-2000 15:27 Visit MadWoodster's homepage!
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Help yourself to an AD-FREE life

Thanks for clearing that up guys.

wheathin is offline wheathin
Prince
home
Apr 1999
time: 05:12
Post  Old Post 18-03-2000 10:22
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Support Apolyton, buy GURPS/ Alpha Centauri

I know I tried to add extra granaries at one point - never worked.

Another solution: make your granaries appear later in the game, and lower the starting food-per-citizen requirement. What's the point of the granary if everybody builds them first? In effect, you give every city a "free" granary, and then add another one later, say in the modern era with a "Green Revolution" idea?

And, you can always just add more food. Make your over-crowding improvements also add more food (like Aqueduct); that way, they don't seem so useless after you get the Sensorium. Thus, Hospital adds 25% food, AquaFilter adds 25% food, etc... This will provide for faster growth (but also higher final population).

Wheathin

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 20-03-2000 19:54 Visit MadWoodster's homepage!
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Lose 30 kilos (of popups)

Thanks for that idea

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