View Full Version : Is there a way to manipulate the number of accumulated food required for city growth?
Czulu Oct 11, 2009, 07:00 PM In scenario which i am making now, i want to slower the rate of growing cities (because each turn will represent only a month). I could do this by manipulating number of food given by each terrain type, but it will also limit the maximum size which cities could reach, and i just want them to grow at slower rate. I remember that in civilization 2, it was possible to increase in file called "rules" the number of food required to be accumulated in city food "box" for city growth. However i cant find that option in civilization 3 conquests editor.
timerover51 Oct 11, 2009, 07:50 PM In scenario which i am making now, i want to slower the rate of growing cities (because each turn will represent only a month). I could do this by manipulating number of food given by each terrain type, but it will also limit the maximum size which cities could reach, and i just want them to grow at slower rate. I remember that in civilization 2, it was possible to increase in file called "rules" the number of food required to be accumulated in city food "box" for city growth. However i cant find that option in civilization 3 conquests editor.
There are two things that you could do easily in the editor. One is change the amount of food required for each citizen from 2 to 3. The other would be to uncheck the granary doubling the city growth rate. That would be about the same as what you describe for Civ2.
Steph Oct 12, 2009, 02:40 AM I tried several solution, and the increase food per citizen solution is not working very well, as I've noticed the AI can often end in a situation where cities hardly grow.
I tried such a game, I was able to create 10 cities, while the British AI was still with a size 1 city in London...
I'd also like to be able to change the number of required food, that would be by far the best solution.
Madeira Oct 12, 2009, 04:49 AM Disabling the Granary will make it take more time to grow, i've made that change but havent testes it yet
Ozymandias Oct 12, 2009, 11:28 AM I tried several solution, and the increase food per citizen solution is not working very well, as I've noticed the AI can often end in a situation where cities hardly grow.
I tried such a game, I was able to create 10 cities, while the British AI was still with a size 1 city in London...
I'd also like to be able to change the number of required food, that would be by far the best solution.
:confused: Odd - were you having units cost Pop as well?
Steph Oct 12, 2009, 11:46 AM :confused: Odd - were you having units cost Pop as well?
I manage to do well because I settled near source of food such as cattle, wheat, etc.
Apparently, the AI doesn't understand that very well. I played with debug mod on to check what the AI was doing, and many civ took forever to develop, only two managed to build a good number of cities.
I also suspect AI doesn't not focus well on growth and prefers building some units, putting citizens at work in forest for instance.
timerover51 Oct 12, 2009, 02:53 PM I tried several solution, and the increase food per citizen solution is not working very well, as I've noticed the AI can often end in a situation where cities hardly grow.
I tried such a game, I was able to create 10 cities, while the British AI was still with a size 1 city in London...
I'd also like to be able to change the number of required food, that would be by far the best solution.
Hmm, interesting that the AI is unable to cope with a change. I wonder how it would do on my game mods with boosted food production. I might have to check that out. I know that it would put a much higher premium on good city location. I have noticed that when I boost the production of coastal and sea tiles food production, the AI does settle coastal tiles quite a lot. I will run some tests and report back.
Steph Oct 12, 2009, 03:47 PM If you boost food production, the AI is a little better... But it doesn't go very well with the concept of reducing the speed of city growth.
timerover51 Oct 12, 2009, 04:12 PM If you boost food production, the AI is a little better... But it doesn't go very well with the concept of reducing the speed of city growth.
I will do some experimenting with increased food needs and see what happens. Put it in several different ways.
MeteorPunch Oct 12, 2009, 07:15 PM Also the AI likes to build settlers, even at a population of 1. I've had some games where they expand like crazy, but never gain decent populations until there is nowhere to expand. If you then make it harder to grow, I can only see this being more so. Perhaps consider at least lowering the population required for a settler down to 1, or even 0.
tom2050 Oct 15, 2009, 01:39 AM Have you tried setting the civ's to Emphasize Shields on the civilizations tab? I know this doesn't stop the AI from plastering irrigation all over the place, but it seems to make the AI governer to try to keep the food growth per turn at 2 (unless it cannot). This would slow down growth slightly in some cities depending on terrain, and help AI with production.
Tom
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