Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > Question about the rest Shields or Food...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:28
  Old Post 23-05-2003 17:45
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Question about the rest Shields or Food... Browse Apolyton AD-FREE

Hi,

My question about the rest shield/food is the following:

Let's say:

- a unit needs 100 shields to be completed
- a city has aready 90 shield in the "box"
- a shield production of 30 shield/turn

What happens next turn?

The unit is completed and there are 20 shields lost (the box is empty) or the box is filled with 20 shield, so shields are never lost.

After a finished unit (or anything) the box is ALWAYS = 0?

The same question is for the food box. What happens, when the city grows?

- food box has 99
- food surplus is 5
- city needs 100 to growth

Do you have 4 food after the growth or the 4 food is lost?

Thanx for help/comments/replies,

cumi

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:28
  Old Post 23-05-2003 17:48
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton

rest shields are lost..

cheers

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:28
  Old Post 23-05-2003 18:01
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Increase Your PM Length

Absolutely correct, the shields are lost. That's why in the early game, you can gain an advantage by shifting production. In your example with 20 shields lost, shift your production away from shields and work more food tiles.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 23-05-2003 18:31
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase Your PM Length

There is also a technique called "short rushing" for those who don't mind serious micromanagement.

Say you want to build a marketplace (100shields) and your city is producing 30 shields/turn. After the first turn of production, you can switch your city to a medieval infantry (40 shields) and rush it, then switch back to a marketplace. You've just shaved off a turn. If you use a knight (70 shields) you save 2 turns, but spend more money.

Nathan can probably explain it better.

-Arrian

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:28
  Old Post 23-05-2003 18:45
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Arrian
Say you want to build a marketplace (100shields) and your city is producing 30 shields/turn. After the first turn of production, you can switch your city to a medieval infantry (40 shields) and rush it, then switch back to a marketplace. You've just shaved off a turn. If you use a knight (70 shields) you save 2 turns, but spend more money.


Amazing !!!

And what about the food, whan the city grows?

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 23-05-2003 19:13
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Food go bye-bye when city grows.

Generally, the best setup is one that gives you +5 food per turn. This will result in the city growing every 4 turns w/o a granary and every 2 turns with a granary, with no food wasted. +4 food/turn is efficient w/o a granary (growth in 5 turns), but inefficient with one (growth in 3, 2 food wasted).

-Arrian

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 23-05-2003 19:18
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

Another factor in all of this is the way new citizens are dealt with. Say your city grows from size 3 to size 4. The 4th citizen is autoallocated by the computer to work one of your terrain tiles (unfortunately, it doesn't often do it right).

You get the production from that new citizen immediately - that turn! So, if we take that size 3 city and say it's building a granary (60 shields) and has 52 shields accumulated, and is producing 7 shields/turn at size 3 (1 for the city tile + 3x 2shield tiles... let's say it's a nice city). Your new citizen is allocated to a tile that produces 1 shield. It counts that turn, and thus the granary is completed.

I don't think food works that way, though. The food box is emptied (or half-emptied, with a granary) when the city grows, and begins growing again the next turn... I THINK.

-Arrian

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:28
  Old Post 23-05-2003 19:21
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Arrian
I don't think food works that way, though. The food box is emptied (or half-emptied, with a granary) when the city grows, and begins growing again the next turn... I THINK.


You only get the Shields from a newly allocated Laborer. Both Commerce and Food are "lost". It would be sort of weird if you got the Food, because your Food box would never be empty.


Dominae

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 23-05-2003 19:36
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Got spare money?

That's what I thought, thanks.

-Arrian

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:28
Unhappy  Old Post 23-05-2003 21:15
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
Originally posted by Arrian
You get the production from that new citizen immediately - that turn! So, if we take that size 3 city and say it's building a granary (60 shields) and has 52 shields accumulated, and is producing 7 shields/turn at size 3 (1 for the city tile + 3x 2shield tiles... let's say it's a nice city). Your new citizen is allocated to a tile that produces 1 shield. It counts that turn, and thus the granary is completed.


Sound like a bug for me.

The game probably calculates first the food/citysize situation and modifies it when needed.

Then is calculates the production situation, but it uses the workers' production of the newly calculated ones.

Doesn't sounds logical to me. I would use the old city-configuration for the shiel-box calculaton for the new turn.


cumi

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:28
  Old Post 24-05-2003 13:00
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by Arrian
Food go bye-bye when city grows.

Generally, the best setup is one that gives you +5 food per turn. This will result in the city growing every 4 turns w/o a granary and every 2 turns with a granary, with no food wasted. +4 food/turn is efficient w/o a granary (growth in 5 turns), but inefficient with one (growth in 3, 2 food wasted).


Of course if your food bonus tile is also accessible to another city and you're willing to do some very serious micromanagement, you can switch back and forth between cities to reduce the waste. That can be especially worthwhile with a +2 food bonus by the capital in a PBEM game, since high levels of micromanagement are a lot more tolerable in PBEM.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:28
  Old Post 26-05-2003 13:07
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Got spare money?

It was that kind of micromanagement that finally stopped me from playing civ2

Of course, if you want to win on the higher levels that kind of micromanagement is a must, especially in the beginning.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 27-05-2003 16:18
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

I only figured both of these points out for myself recently.

We really need one thread or list to keep these undocumented features in. Down with non-documentation! Long live complete documentation!

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 27-05-2003 18:17
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Avatar Enlargement: We've got the solution

@ MWIA. Down with non-documentation! I agree.

Nathan is, as usual, correct. I just didn't think of that because I don't do that level of micromanagement.

-Arrian

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0427 seconds (88.43% PHP - 11.57% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net