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E_T
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Orlando, Florida
Mar 2001 time: 00:31
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There has been some speculation from other team members as to how big we can get Bananatopia up to, especially during our GA. First off, some basic Information:
Bananatopia is at 12% corruption/waste.
Bananatopia is on the Banana River, so it can get to size 12.
Bananatopia has a Temple.
Bananatopia shares tiles with Apolyton, Mingapulco, Luxinvicta, Big Bend & Tripoli. All of these cities will be doing things and using some of those tiles.
We currently have 2 Luxuries.
Currently, Bananatopia is at size 7 and we are running at 10% Lux tax, mostly for it's benifit. At the current rate of Lux tax and it's Corruption factored in, it has 2 trade devoted to Happiness, which is enough for a size 7 city.
When it does grow to size 8, it will require 1 additional Lux trade and have the requirement of 28 RAW Trade for it to generate that additional Lux. At this point in time, before we get to the GA, we will have to use all but 1 of the river tiles (that are currently available) to generate the required trade. The city is schedualled to grow in 4 turns (from turn 118).
Here is a chart of how much Lux will be generated with the minimum of raw trade:
code:
Raw Trade 10% Lux 10% Lux w/Market
17 2 3
28 3 4
40 4 6
51 5 7
62 6 8
Please remember, that with our temple we have 3 naturally content population. These use up the first of the 3 luxuries to become happy (the 2 connected luxes and 1 of the lux trade). Every lux after this point first makes an Unhappy Pop content and the next lux makes that Content Pop happy. So for a size 8 city, we need a minimum of 6 luxes. Here is a chart of # of luxes for any city up to size 12.
code:
Size Wout/Temple W/Temple
3 1 0
4 2 1
5 3 2
6 4 3
7 5 4
8 6 5
9 7 6
10 8 7
11 9 8
12 10 9
Until we get to either Navigation or Magnetism, we will be limited to a total of 4 Natural Luxuries. With a Marketplace in place, that will bring the total up to 6 (4 with only 3 Natural luxes). A Marketplace also increases the number of luxes produced by Lux taxes by 50%.
This does NOT take into account any possible effects that we will encounter from War Weariness!!
While in our GA, We won't have too much of a problem generating enough trade for size 8 and even 9 (again using as much of the river tiles as possible), but afterwards, We will not have the additional RAW trade to have enough Luxes to get the city over size 9, without using a specialist (which is redundent while in a GA). But after the GA is over, we will have to have a Marketplace in place or we will have problems.
Now, we will (relatively) soon have the silks connected up, but that will also counteract any war weariness during the war than anything else. But when we get to size 8 and before the GA starts, we will have to either take river tiles away from a couple of the other cities (Tripoli for one) or change the lux slider to 20%.
MoI E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:31
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Trip, I have updated the Bananatopia Entry in the "To the Core" Thread. That gives you the amount of corruption/waste for several ranges. Making a chart for all of the possible combinations of WF to get specific trade/sheild numbers is beyond what I can do (and I think anyone really wants to read), but the lost amounts for specific ranges should be enough for you (or anyone else who wants to do a sim) to know what they will have avalable for them. Part of this is that I am still trying to figure out why the city tile has a total of 6 trade {I know that 2 are from city, next to river; 1 is for republic & 1 is for over size 6, but were did the other 2 come from?? Is it also from Republic and it gives me a % increase, like a market/lib/bank/Uni does to the Net trade, or something else??}
We know that the Sims aren't accurate as to the corruption/waste of some of the cities, so you can just check your sim against what it should (and will) be and make any compairisons.
MoI E_T
Last edited by E_T on 21-09-2003 at 10:00
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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quote: Originally posted by E_T
I am still trying to figure out why the city tile has a total of 6 trade {I know that 2 are from city, next to river; 1 is for republic & 1 is for over size 6, but were did the other 2 come from?? Is it also from Republic and it gives me a % increase, like a market/lib/bank/Uni does to the Net trade, or something else??}
MoI E_T |
Interestingly, Banana was on 3 trade when it was pop 6, and jumped to the 6 trade immediately upon reaching pop 7 (350 BC).
I have just had a look at a different game I had saved right before changing to Republic. For a size 7+ city on a river I have only 4 trade in Republic. I am playing as the Egyptians, so perhaps it is the Commercial trait that makes the difference.
I do know that 2 are from a city, next to river, 1 from Republic and 1 for being 6+. There may be an additional +1 for being Commercial and over 6 (maybe even over 5) or perhaps this is +2??? I might be able to check this if only Poly's damn search function worked.
Note also that Poly is on 5 trade - 1 from city, 1 from being capital, 1 from being Republic and 2 unaccounted for. If 1 is for being a city over 5 with the Commercial attribute that helps, and if +2 for Commercial 5+ city that explains both, but that seems a bit much...
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Went to CFC for this....
quote: Originally posted by LKendter
It looks like commecial gets +3 gold at size 7, and +5 gold at size 13. That is a hugh difference. | (sic)
WOW! Looks like they really beefed up Commercial for the 1.27f patch!
Still doesn't explain the difference for Apolyton, but maybe the changes made were the above HUGE bonuses for cities over 7 and over 13, and also +3 for the capital instead of just +1.
Either way - this could make a helluva difference...
EDIT: Have been testing with another saved game of mine, this time as the French (Comm & Ind). I found that by adding and building workers, cities size 6 had 3 trade when not on rivers (1 base, +1 Republic), but 6 trade when they were size 7 and above. I cycled back and forth between size 6 - trade 3 and size 7 - trade 6 for several turns.
Even more interestingly, however, was that when I dropped my capital below size 7, it did not lose the 6 trade before I started building workers. I dropped it down to size 2 before giving up.
This was at 1170AD in my game. When I loaded the game a time later, at 1430AD - still in Republic, my cities now had only 5 trade where there was not a river and they were size 7+. I have no clue how to account for this difference now apart from noting that both saves were played in v1.21f of PtW, and so loading up in v1.27f may have introduced a random element.
Going to look at the save for the ISDG before we made Republic, all cities not on rivers had only 1 trade except Apolyton which had 3. This would make sense if we got the 1 trade for having a city and +3 trade in the capital instantly. We only see 3 trade total due to Despotism's effect of reducing by 1 the resources/food/trade you get from each square where you get 3+ of any one of these in one square.
From this I could tentatively conclude about Commercial civs that
- the Commercial trait gives your Palace city +3 trade, not the usual +1
- cities size 7+ get an extra 3 trade
Also,
- loading games started in a previous version of PtW (eg v1.21f) in v1.27f may introduce an extra trade or trade loss to cities for Commercial civs in Republic.
It is possible that you get an extra +5 trade in total from a city size 13 and over, but I have not yet tested this. It is hardly relevant to us right now anyway.
I would appreciate it if anyone can further shed light on this puzzling phenomenon, either with new games or your own saves. I can supply mine if needed, and if we have no luck I may ask about my difference in savegames in the Strat forum.
Last edited by MrWhereItsAt on 21-09-2003 at 18:00
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