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  Fixes for the 60 & 70 city size limit

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Topic:   Fixes for the 60 & 70 city size limit Format for Better Printing
dennis_caver
Chieftain
Beaverton, OR
Jan 2001
posted April 22, 2001 20:50   Click Here to See the Profile for dennis_caverClick Here to Email dennis_caver  send a private message to dennis_caver
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A long time ago I started this fix and I've been on vacation for awhile.
After much testing, the city size limit was probably set by Activision
to cover up a bunch of other problems. The below settings will get one to
97 city size but actually is set for the 102 city size. That last
crash problem has me stumped so far. This crash actually occurs when the
AI has control of play.

The 70 city size limit problem occurs when a city has red growth and
2500+ green growth when passing the 69-70 city size. It will crash to
desktop if any city has that combination of growth. The 'citysize_six'
recommendation below prevents that from happening. Actually the setup
below prevents any red growth after 'body exchange' is built. And one
should build this city improvement as soon as you can get there.

Note: When crossing the 69-70 city size boundry, make sure the growth is
not changing... no tile improvements or city improvements that affect
city growth during transition

Here is the recommendation:

Under BUILDINGS.txt

Aqueduct POP 14
OVERC 8

Drug Store OVERC 9

Hospital POP 15 *** ADDED line - required
OVERC 9

Arcolgies POP 21
OVERC 7

Incubation OVERC 14
PrerequisiteBuild ARCOLOGIES *** ADDED line - not required

Aqua Filter POP 34 *** 103 city size limit
OVERC 12

Body Exchange OVERC 45


Note: Actually the growth could theoritically go up to about 120 before
you run out of growth fuel.


UNDER CITYSIZ0.txt (impossible level) note - 5 other levels

CitySize_six
pop 105
20
4
68 *** max workable squares
85 *** max growth w/o 70 crash
20000
2000
4
18
4.472

Now, here's one of many odd things that start happening after city size
70. Not only does the growth go down as the city grows pass 70(am't of
food makes no difference), the amount of science goes down at the same
time?!

I also ran into that year 2196 crash problem that was posted months ago.
It also occurs when the AI is controlling play. Anybody have any ideas
about the AI crashes. In fact, the AI crashing was a constant irritation.
I was saving every 10 years.


Here's for Bigger Empires,

Dennis_Caver

Skeeve
Warlord
Washington Township, NJ USA
Mar 2001
posted April 23, 2001 16:02   Click Here to See the Profile for SkeeveClick Here to Email Skeeve  send a private message to Skeeve
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Thanks for that information Dennis!

I've noticed the decreasing science problem, too.
Who knows how we're gonna fix that?

Man, this game is becomming a chore to play. I'm starting to get the urge to go back to playing my favorite; Heroes of Might and Magic III.

Just a side note if anyone is interested:
Players of HOMM3, will find a great web site to supplement the game: www.astralwizard.com.

Well, I haven't given up totally on CTP2 yet. At least the succession game is moving along.

- Skeeve

------------------
My reach exceeds my grasp!

dennis_caver
Chieftain
Beaverton, OR
Jan 2001
posted April 28, 2001 14:46   Click Here to See the Profile for dennis_caverClick Here to Email dennis_caver  send a private message to dennis_caver
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Hey Troll,

After city size 70 the extra pop doesn't do anything except eat. If you
use each new citizen as a specialist you can make big science or production
cities. Using them as farmers doesn't do anything.

Cavin forever,

Dennis

Solver
ACS CtP/AC PBEM Ladder Administrator
Latvia, Riga
Sep 2000
posted April 28, 2001 14:53   Click Here to See the Profile for SolverClick Here to Email Solver  send a private message to SolverSend a Message to UIN: 101151010 Visit Solver's Homepage!
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So few people play it anyway, is it worth trying? Sorry, just spamming here.

------------------
Solver the "Running Beer" - http://www.aok.20m.com

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