2+2+5, for extremely high values of 2

wombatoftruth

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Dec 17, 2004
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Playing conquests, no patches, Nap. Eur. scenario.

I, as the British, am laying siege to Paris (and about two turns from losing via victory points to France, but that's not important.) I use my spy to investigate Paris in order to see just how many units are crammed in there. I almost didn't notice that something isn't quite right in the productions numbers. Paris is producing 19 shilelds a turn. A musketman costs 40, and Paris has no shields yet invested. But somehow production will be done in two turns. 2x19=38. (Hopefully I've attached the image correctly...)


Is the computer simply deciding that 38 is close enough and rounding up?
Does it say two turns when really it will be three (silly me didn't take the time to check later).
I know units are cheaper for the AI on higher difficulty levels, and my count of a 40 shield cost certainly shows that this is factored in on the city view screen (the civilopedia lists the cost of musketmen as 50 shields).

Anybody else ever notice this? Any ideas what's going on?

Never mind. I'm an idiot, and somehow thought 4 rows of 5 equaled 40. If any mods come across this post, please feel free to delete it.
 

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The musketman in the screenshot seems to cost 20 shields which is 40% of the standard cost of 50 in the Nap. Eur. Scenario. So you must be playing at Sid difficulty level.

By the way, it's stupid that the AI is building a 20 shield unit in a city that's producing 19 shields per turn.
 
Oh. I thought you were referring to the fact that Paris is supposedly making 27 gpt, when in fact they are making 16 + 4 + 11 = 31 gpt... :confused:
 
The extra four gold are coming from the taxmen. 27+4=31. The 27 gold is from the tiles, marketplace, and probably bank.
 
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