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Topic:   city radius thingy Format for Better Printing
DaddyCool
Settler
Ontario, Canada
Oct 2000
posted November 16, 2000 22:03   Click Here to See the Profile for DaddyCool   send a private message to DaddyCool
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The new city radius system seems pretty cool, but I'm not sure I quite understand it.

I took a size 4 city, added up the food/production/commerce values for all 8 sorrounding (including tile improvements). As for the actual city square it didn't say what the value is, so I just added in the normal value for its terrain type.

I have no wonders that would affect any of this and only a granary in the city (+10% food). As well, none of the citizens are specialists.

I got a total of 85 food and 95 production in the radius, and yet my city is making 89 food, and 110 production. I don't get it.

Does anyone have this figured out?

Also, how do I find out how much food a city needs per turn? Is it the rations (set in the Empire Manager) times the city size?

Regards,

DaddyCool

hexagonian
Prince
the artist formerly known as...
Jun 99
posted November 17, 2000 09:00   Click Here to See the Profile for hexagonian   send a private message to hexagonian
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Haven't got the game yet, but have you taken the type of government into account?
MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 17, 2000 09:11   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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moving to
Gregurabi
Warlord
Lorain, OH, USA
Jun 99
posted November 17, 2000 10:22   Click Here to See the Profile for GregurabiClick Here to Email Gregurabi  send a private message to Gregurabi Visit Gregurabi's Homepage!
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I don't have CTP2, but I did some number crunching in CTP. Assuming that CTP2 works kinda like CTP (which seems to be a fair assumption at this point), there are a number of factors you need to take into account.

First, you need to get an accurate count of the resources you're taking in from tiles. In CTP this was simple, because the numbers were printed on the screen for you. In CTP2 it sounds like this is calculated based on the number of workers and the sum of the resources on tiles in the various rings, by some formula which Activision has not yet fully revealed.

Second, add in the resources produced by specialists and buildings. In CTP, for example, a City Clock gives you 1 gold per population point. Suppose you have a size-10 city; a City Clock gives you 10 gold, which works exactly like 10 gold from a mine, or 10 gold from a trade route (i.e., it's multiplied later on). The merchant specialists acted the same way -- they gave you 10 gold, which got multiplied by marketplace/bank/etc.

Third, apply all the multipliers. The government type has multipliers for gold, food and production. Buildings can give you multipliers (e.g., +50% gold) -- but these probably changed from CTP so I won't try to guess what they are in CTP2.

Fourth, look for crime, or corruption, or waste, or whatever it's called in CTP2. This is usually a small amount in the early game, but it's measurable. Subtract the crime losses from the total.

Fifth and finally, look for global maintenance costs. If military units still cost production (minerals) to maintain, and if they're still supported by the empire as a whole instead of by individual cities, then their cost has to be split up somehow. (I never did enough number crunching to figure out how CTP split up the military support costs.) You will most likely lose some production from each city for military support.

Then there's special stuff like enemy cities converted by clerics and giving you gold, and corporate branches creating franchises that leech production. And of course this works in reverse -- some of your production/gold may be leeched by a foreign power. I didn't quite figure out how that income is tabulated, either, so you should probably ignore it until you figure out the rest of the formulas.

Of course, CTP2 may have added some more factors. These were all the factors in CTP that I know of.

Hope this helps.

Gedrin
Warlord

Jun 99
posted November 17, 2000 15:37   Click Here to See the Profile for GedrinClick Here to Email Gedrin  send a private message to Gedrin
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And don't forget the factors found in terrain.txt which indicate that the free (ICS causing) city tile also has the (ICS exasperating) bonuses of:
EnvCity {
Score 0
Food 10
Shield 15
Gold 15
Movement 50
Freight 50
}

Long live free lunches and ICS as a general strategy.

My test failed BTW. I set a size 1 city with no improvements to have 1 entertainer. My city did NOT produce nothing. That in addition to the first 6 workers each contributing 8/6 = 1.3333 unit tiles while those over 6 contribute only 1 and that much like larger LCD screens being more expensive because they are harder to manufacture larger areas of good terrain are harder to find... maintaining smaller cities is easier and more profitable/efficient. Sorry everyone

Gedrin

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