DarkOrder Settler
Nov 2000
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posted November 11, 2000 14:51
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well......I will explain this picture. The city Essenheim has a real problem. Normally a city uses all of its citizens (7 here) to gather food, production and commerce from the tiles within the city's control(white dotted line area). The citizens gather 100% of the tile that the city is on and a lessr % from surrounding tiles.In this case the city has no general "gatherers." All of its citizens are being used to keep the city happy( 7 entertainers). While this keeps the city from revolting, your empire and city are not growing from this arrangment. No one should place a city in the desert unless they can place a bunch of farms/nets around it and put all of its citizens into food gathering/production. This city is needs to place a few citizens back into its general gathering (efficiency) and the rest into food (farmers). Building nets would be better than farms, as you receive more food from the ocean tiles than from the desert ones. Did this rant make an sense? Smooshies  [This message has been edited by DarkOrder (edited November 11, 2000).] |
Drakenred Chieftain Hou Tx b.02-15-99
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posted November 11, 2000 15:39
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Reguardless, Its Obviouse that the Game designers either a) Dont realy understand what ICS realy is,(Doubtful, you would have to be a complete MORON not to understnad it) or b) they DO understnad what it is, but thanks to the Popularity of CIV, they feel that Providing the City with its Free-worked tile is one of thoes things that you just dont dare touch Granted, in the early days when they were first Writing CIV, they did not realise that ICS would become a problem, but they also had to keep the games as basica as posible, and Brian-Sid do have a point when they say that Cities Initly provide an inproved eficiancy to the People who build them Even without adding any inpovments, BUT the solution to that, is to 1 Force the city to use its 1st population point to work its tile, 2 alow an "auto-bonus", IE the cumulative efect of all tial inprovments(Food-production-trade-transport, excluding only the Fortress-airfeild type of improvments) to acount for the efects of urban sprawl, Scale the bonuse to the poulation,(IE -.5 food, +-.5 prod*, +.5 or +1 trade in CTP terms per population over 1, {* +.5 production for citys with room to grow, then -.5 per pop when the city "Maxes out", or other simular formlas baseon on pre-maxed and post maxed conditions) |