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 > CtP2-General/Help/Strategy/Multiplaying-Archive > What does production and laborers do?
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
john_zero is offline john_zero
Settler

Sep 2003
time: 05:30
  Old Post 28-09-2003 07:15
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
What does production and laborers do? Help yourself to an AD-FREE life

Do they decrease the amount of turns it take to build a building, unit or wonder? I'm not exactly sure what they do.

Also what does the city effiency do as well?

centrifuge is offline centrifuge
Prince
USA
Apr 2002
time: 22:30
  Old Post 28-09-2003 11:11
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Yep that's the basics of the system. Laborers will increase production. The more production a city has, the quicker it will build improvements.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:30
  Old Post 28-09-2003 14:25
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I suppose that efficiency is the ratio of the city resources you are collecting.

In a size 10 city, if you have 2 workers the efficiency rating tells you you are only exploiting 80% of the resources available for a size 10 city.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:30
  Old Post 28-09-2003 21:15 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase Your PM Length

Specialists are generally for cities that might not have terrain to exploit a particular resource (food, production, gold). Use farmers in a city that is in mountains, for example.

And if you have a city that has a lot of production-based tile improvements, it may be better to keep the workers out in the fields rather than making them into specialists. Check your numbers when you reallocate them.

XGX_Stealth is offline XGX_Stealth
Settler

Sep 2003
time: 05:30
  Old Post 30-09-2003 21:02
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Right, your city efficiency is not too fantastic a bar to watch, it is often wrong, so use your judgement.

If a city has a tile, (say plains, the yellow ones) the tile has a little food, a little gold, and a little production. If a worker is "working" that tile, then he gathers that many of each resource per turn. Then you add up the total for all the city's workers, and subtract crime and waste and such, and you get the total amount of res. for that city.

If you aren't gathering enough food for a city out in the plains, with no other tiles, then convert some of your workers into farmers, now your city makes more food, but doesn't gather the production or commerce that it would have otherwise attained had the worker stayed in the field, which is what lowers your "efficiency".

I like to have a few farmers in the waste cities that are out in the middle of harsh terrain, like deserts and tundras, so that the city can grow past size three. I use almost only specialists in those cities, because otherwise they would produce nothing per turn. The "efficiency" is down, even though the city is producing more.

XGX_Stealth is offline XGX_Stealth
Settler

Sep 2003
time: 05:30
  Old Post 30-09-2003 21:08
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Tired of ads?

Another awesome way to increase total empire resource production is to change the empire settings on the main control tab.

After you add up all the resources gathered by all the cities, then you subtract from it the amount you are spending per turn, your citizens are paid, and science is researched, and PW are accumulated, people work long/ short hours, things like that. If you want to rush production in a city that is building say, the Pyramids, then increase the workday to max, set PW to nill, and disband a couple units. Of course, terrain improvments like mines are the best way to increase output, although a stack of all these factors together makes the largest difference.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    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 0.0300 seconds (86.75% PHP - 13.25% MySQL) with 30 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