View Full Version : Health, hunger and commerce
tuc Apr 17, 2009, 05:04 AM i have yet another problem.
I cannot generate enough health in some cities, even with 6 banana, 2 clam, 7 corn, 6 cow, 2 pig, 5 rice, 1 wheat, 2 sugar and all the buildings available to give me extra health! and it's all thanks to overpopulation. Is there any way to limit the unhelyness of overpopulation or to 'remove' some citizens? Some of my cities are also starving, although i have many farms and windmills. Do i need a road to every farm to actually be able to utilise it?
Finally, when i look at the food, gold and production etc on a tile, i notice that 1 :commerce: cannot mean one GPT, what does it mean?
vanatteveldt Apr 17, 2009, 05:23 AM you get unhealth from population and from industrial buildings
you get health from food sources and health buildings
the health from food sources is doubled by the appropriate buildings (granary for grains etc.)
you can get health from the environmentalist civic
In the industrial era, after you get all the industrial buildings but before you get recycling and medicine, big industrial cities will be unhealthy. This is by design! In the modern era, you can usually get rid of most unhealthiness but not always all of it.
Health and food are related but not identical: total food = farmed food minus unhealthiness
To work a farm, you don't need to road it, you need to assign a citizen (or let the governor do it) so you see the bread icons on it in the city screen.
To get the health bonus from a resource (corn, banana etc) you need a route to it, either a road, river, sea+sailing, or some combination. More than one resource of the same kind does not help except for corporations, so trade some corn and cows for pigs and fish, if possible
NonPrayinMantis Apr 17, 2009, 05:23 AM Even though you have multiple sources of the same food resource, they only count as 1 food source when health is calculated. If you have 6 fish, you might as well trade away 5 of them to other civs (unless you have Sid's Sushi).
1 :commerce: equals 1 commerce, not 1 :gold:. Commerce is produced by working tiles, trade routes, and a few buildings (such as the palace which produces 8 :commerce:). Gold is produced when the slider is applied to commerce, and multiplied by modifiers such as the bank or market. If you have the slider set at 0% science (100% gold), all of your cities' commerce will be converted into gold. If you have the slider set at 100% science, all of your cities' commerce will be converted into science. Gold and Science can also be produced directly by certain buildings (such as a religious shrine producing gold) and specialists. City maintenance costs gold.
NPM
RJM Apr 17, 2009, 05:36 AM Even though you have multiple sources of the same food resource, they only count as 1 food source when health is calculated. If you have 6 fish, you might as well trade away 5 of them to other civs (unless you have Sid's Sushi).
NPM
And if you can trade them for a health resource you don't have - particularly one for which you have a bonus building - that will help with your health problems.
But on the whole, I wouldn't worry too much about health issues until I hit a food supply problem. Usually, the benefit of the building causing the health problem - Ironworks for example - outweighs the disadvantages of unhealthiness.
If you have an overpopulation problem, the use of the whip will sort that out!
RJM
NonPrayinMantis Apr 17, 2009, 05:37 AM If your cities have too much unhealthiness (and all of the health buildings built) there are a few things you can do. You can trade for your missing health resources - crab, deer, wine, and sheep are all missing from your list. You can also attack civs that have that resource to either take it yourself or force them into vassalage so they can be forced to trade it to you.
You can also use slavery (AKA the whip) to whip away excess citizens!
If you are really desperate for health, switch to the environmentalism civic - +6:health: per city!.
You don't need to build a road to every tile to use it, but you do need to build roads to tiles that have resources if you want the effects of that resource.
If your cities are still starving, check to see that the citizens are actually using the farmed plots they have. If you do not have enough farms, you can build more farms over top of low food producing plots, such as workshops or watermills, and build windmills on hills instead of mines. If you still do not have enough food, you probably built (or captured an enemy city) on a bad site. Make sure you build cities with food resources (or at least enough grassland) in their city radius to feed the growing city.
NPM
AndrewN Apr 17, 2009, 05:40 AM If you are having health problems then your cities are probably growing too big, you don't need to have massive populations in your cities to win, I very rarely have a city with a population above 20 and most are in the 10 to 15 range. Instead of building farms/windmills try using mines, cottages and workshops.
You don't need a road on every tile, the improvement will work fine without it, roads are used to connect resources to cities and cities to each other and to allow quicker movement.
From your list of resources I can see you are missing some, there are at least sheep, fish and crab not there, you could try to trade with the AI for them. Also you should know only 1 of each resource does you any good, so 1 corn and 7 corn have the same effect in your civ.
If you are really desperate to get rid of population then you can switch to the slavery civic and whip the excess population off. The alternative is to starve the city, make all the population into specialists and wait :)
The one coin does represent 1 commerce, which in turn can be converted into money, science and culture (and espionage in BtS) depending on the sliders. Most tiles give no commerce, but you do get 1 for riverside, 2 from coast tiles and improvements and resources will give you some. The maximum commerce you can get from a tile is 10, a riverside (1) town (4) with a financial civ (1) in a golden age (1) after researching printing press (1) and running free speech (2). These values will be assigned using the sliders and then modified by buildings in each city.
NonPrayinMantis Apr 17, 2009, 05:56 AM The maximum commerce you can get from a tile is 10, a riverside (1) town (4) with a financial civ (1) in a golden age (1) after researching printing press (1) and running free speech (2).
Actually, a riverside dye town (a town built on a dye plot) will produce 11 commerce under those conditions. Dye, silk, sugar, and other resources (as well as a few random events) produce 1 extra :commerce: per plot, and a cottage can use this effect.
Note that if you do this, you will not get the effect of dye from the plot. But remember that only 1 dye is useful to your civilzation (except through trade) so some multiples of resouces can have cottages built on them for even more commerce.
NPM
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