A noob question about goverment type

shinsei

Warlord
Joined
Jul 5, 2007
Messages
108
The in-game Civilopedia description about goverment is as followed

Worker Efficiency - X%
Hurry Method - XXX
Corruption / Waste - XXX
Draft Rate - X
Military Police Limit - X

Unit Support:
Per Town - X
Per City - X
Per Metropolis - X

I have few question about the above description

1:What does worker Efficiency include?just worker activities?does it effect food,shield,commerce?

2:About Hurry Method,how do you hurry production i always get a quote something like "would cost too much lives of citizens"

3:What is Draft Rate?

4:About Unit Support,how can i tell whether a City is A Town or Metroplis?so i can take advantage of free military unit support of different goverment.

5:Is there any hidden effect about goverments that is not showing in the Civilopedia?for example i've seen some thread mentioned that different goverment has different commerce,food,shield production.how do i know the exact commerce/food/shield rate for each goverment?is it showned in the manual?or any links would be great!

sorry about posting such noob questions,but i just barely start playing this game,kinda get frustrating about understanding the complicated game system
,actually this is the most complicated game i ever played.
 
Welcome to CFC, shinsei!

1:What does worker Efficiency include?just worker activities?does it effect food,shield,commerce?

Just worker efficiency. To be clear, workers are little guys outside of cities. Citizens live in your cities. But having faster workers helps your citizens take better advantage of your territory.

2:About Hurry Method,how do you hurry production i always get a quote something like "would cost too much lives of citizens"

Hurrying under forced labor (which is what you're using if you're getting that message) costs citizen lives. The exact number depends on how many shields are left to be collected for production. (Someone else will have to give you the exact numbers; I don't know). If you get close enough to the end of an item, you'll be able to "whip" production using forced labor.

3:What is Draft Rate?

I leave this for others, as I very rarely draft.

4:About Unit Support,how can i tell whether a City is A Town or Metroplis?so i can take advantage of free military unit support of different goverment.

Town = size 1 to 6
City = size 7 to 12
Metro = size 13+

5:Is there any hidden effect about goverments that is not showing in the Civilopedia?for example i've seen some thread mentioned that different goverment has different commerce,food,shield production.how do i know the exact commerce/food/shield rate for each goverment?is it showned in the manual?or any links would be great!

I'd suggest going to the Reference Center. There are a couple of very handy reference files that you can print out. They're great to have on hand. If you're referring to the Republic (& Democracy(?)) commerce bonus, what that means is that every tile already generating at least 1 commerce gets one bonus commerce. I'm unaware of any shield bonuses given by governments (but someone may correct me on that).

I'd also recommend that you visit Civ III War Academy. There are some great articles.
 
2:About Hurry Method,how do you hurry production i always get a quote something like "would cost too much lives of citizens"

IIRC, for forced labor governments, commonly called "whipping", you can turn each citizen into 20 shields through using the hurry button. NOTE: If the production box is empty (no shields in it yet), then there is a double cost penalty to whipping i.e. citizens are only worth 10 shields.

So for example, provided you have at least one shield in the box, a 60 shield granary would cost 3 citizens to whip and finish in 1 turn. In this example, if you didn't have at least 4 citizens in that town, you would not be able to hurry production. Hence, you get the "cost too many citizen's lives" message.

Wonders (small or Great) cannot be hurried by whipping or cash-rushing.

Cash-rushing governments such as Republic and Democracy (obviously :)) use cash rather than citizens lives to hurry things. Off-hand I don't remember how much each shield costs in gold, but the double penalty works the same way.

3:What is Draft Rate?

Drafting is enabled when you discover Nationalism.

It lets you to turn your citizens into conscript-level military units at the rate of 1 citizen per unit. The military unit drafted, IIRC, is the "best" defensive unit that city has access to i.e. has the proper techs and resources for.

Drafting costs happiness for the city involved and can only be done a limited amount per turn, hence the "Draft Rate".

There are a couple of other subtleties to drafting that escape me at the moment that other players may want to comment on... for instance, I think only cities (size 8 or greater) can draft but I don't remember for sure.

5:Is there any hidden effect about goverments that is not showing in the Civilopedia?for example i've seen some thread mentioned that different goverment has different commerce,food,shield production.how do i know the exact commerce/food/shield rate for each goverment?is it showned in the manual?or any links would be great!

Governments are extremely complex in their effects. For instance, if you are Despotic, there is a despotism penalty that reduces any tile's shield, food, or commerce output--or any combination thereof--by 1 if that tile makes 3 or more food, commerce, or shields per turn.

Also, they all have different effects on corruption, which is probably the most complex, beastly part of the whole Civ game.

I would echo Aabraxan in that you should check out the War Academy and read other forum threads specifically related to the effects of governments. :)
 
Thanks for you replay,i'm kind of begining to understand the game,thanks for the link too,as far the only information i got for the game is in the civilopedia,i just found out about this site yesterday.

Town = size 1 to 6
City = size 7 to 12
Metro = size 13+

Is there any information in the game thats tells the difference about the city size?cause all my town has lesser then 4,because once its gets more the city begins to disorder,something like complaining about "crowded",i have no idea how to solve this,its kinda frustrated.

I just looked through the acadmy,it seem that the goverment section misses few,like the feudalism,fascism,and it didn't tells the commerce/food/shield handicap about the goverments.
 
Just some additional info on rushing to supplement the good info you've already been given...

IIRC, for forced labor governments, commonly called "whipping", you can turn each citizen into 20 shields through using the hurry button. NOTE: If the production box is empty (no shields in it yet), then there is a double cost penalty to whipping i.e. citizens are only worth 10 shields.

So for example, provided you have at least one shield in the box, a 60 shield granary would cost 3 citizens to whip and finish in 1 turn. In this example, if you didn't have at least 4 citizens in that town, you would not be able to hurry production. Hence, you get the "cost too many citizen's lives" message.
You can never "whip" more than half of your citizens, so you cannot use a pop 5 city to rush a 60-shield item (3 citizens if you already have at least 1 shield in the bin). However, you can do something called "short-rushing". At pop 5 you can rush any 40-shield item, killing 2 citizens and leaving you 20 shields short, then with a population of 3 left, switch to the original 60-shield item and rush the last 20 shields with 1 additional dead citizen.

Cash-rushing governments such as Republic and Democracy (obviously :)) use cash rather than citizens lives to hurry things. Off-hand I don't remember how much each shield costs in gold, but the double penalty works the same way.
If you have zero shields in the bin, each shield costs 8 gold. If you have at least 1 shield in the bin, each shield costs only 4 gold.

Again, you can "short-rush" if you have no shields. If you want to cash-rush an 80-shield item (like an artillery), you can first rush a 30-shield settler at 8 gold per shield (240 gold), then switch to the artillery and finish the last 50 shields at 4 gold per shield, saving half the cost on those last 50 shields.

Yeah, Civ is a VERY complicated game. :D
 
You can never "whip" more than half of your citizens, so you cannot use a pop 5 city to rush a 60-shield item (3 citizens if you already have at least 1 shield in the bin). However, you can do something called "short-rushing". At pop 5 you can rush any 40-shield item, killing 2 citizens and leaving you 20 shields short, then with a population of 3 left, switch to the original 60-shield item and rush the last 20 shields with 1 additional dead citizen.

Thanks for adding that bit about not able to whip over half of a city's pop. :) I didn't know that one. Also, thanks for adding the short-rushing tips...
 
Again, you can "short-rush" if you have no shields. If you want to cash-rush an 80-shield item (like an artillery), you can first rush a 30-shield settler at 8 gold per shield (240 gold), then switch to the artillery and finish the last 50 shields at 4 gold per shield, saving half the cost on those last 50 shields.

Yeah, Civ is a VERY complicated game. :D

Of course you would be 80 Gold better off short rushing a worker rather than the settler..,
 
Is there any information in the game thats tells the difference about the city size?cause all my town has lesser then 4,because once its gets more the city begins to disorder,something like complaining about "crowded",i have no idea how to solve this,its kinda frustrated

The city size is given by the big number next to the name of the city. It's one when the city is founded, and then increases by one when the surplus food box gets full. Building a worker reduces the number by one, and building a settler reduces it by two.

People become unhappy for a number of reasons. Most common is city size: beyond a certain number, citizens are born unhappy. They can also become unappy if you whip them, draft too many of them, or if they are foreigners and you're at war with their mother country (you can tell if they are foreign by opening the city screen and hovering the mouse over the citizen's face - it will say something like "Content Laborer (German)". Republics and Democracies can become unhappy due to war (this is called War Weariness, and only affects those two governments).

You can make people happy in a number of ways, by producing content faces (each of which make one unhappy citizen content) and happy faces (each of which make one content citizen happy). Simplest is to make a citizen into an entertainer, by clicking one of the worked tiles in the city display. One of the face icons then turns into an entertainer. Some buildings help (temples, cathedrals, colosseums). Increasing the luxury slider (under the science slider on the Domestic Advisor's screen) helps. Connecting luxuries (ivory, silk, furs, gems, incense etc.) also helps, and cities with marketplaces receive additional bonuses (the first two produce one happy face each, the next two two, and so on). Note that connecting more than one resource of each type does nothing for happiness. The last method is military police. Under some governments (not democracy or republic), military units (warriors, spearmen, archers etc., not workers, settlers or catapults) can produce content faces. There is a limit depending on the government type (for example, Monarchy is 3).

Which of those you use is up to you. If you can get them, luxury resources are generally best. Making entertainers takes valuable citizens away, and is usually a last resort. I find military police can be a good stand-in for more long term methods in the early game, but watch that you're not building so many of them that you fall behind elsewhere.

If your city has more unhappy citizens than happy ones, it falls into civil disorder (say, a size 7 city with 1 happy, 4 content, and 2 unhappy). No more work is done on the current project, and prolonged civil disorder can result in buildings you've already finished being demolished.

If there are at least as many happy citizens as content ones and there are no unhappy citizens, the city goes into We Love the King Day (WLTKD). Fireworks appear above the city, and the effects of corruption and waste are reduced in that city.

You can check the mood of your citizens by opening the city display and looking at the face icons under the city view. Happy citizens are grouped on the left, then content, then unhappy, then specialists (entertainers, tax collectors etc.). If you're not sure what a citizen is, hover the mouse over them and text will appear telling you.

Yes, this game is complicated, but it's worth it.
 
Of course you would be 80 Gold better off short rushing a worker rather than the settler..,

Yes, you're right of course. I sometimes use a settler when I already have some shields in the bin (more than 10), whip for a settler, then complete with more whipping. I may also cash short-rush a settler to make a build time shorter by a turn or two without completing the build for cash...so I had "settler" on my mind. :blush:

There are so many possible variations, depending on what you're trying to do. It's hard to give an explanation that covers all cases.

Edited to add: Actually I don't whip terribly often. It causes so much citizen unhappiness that I'd only do it in an emergency or possibly in a 100k culture game using Feudalism for the government. I most often use Republic for a government and cash rushing.
 
Of course if you are religeous (as you are likely to be in a 100k game) then you can short rush with cash in republic so that you have a round multiple of 20 shields to go, revolt to feudalism, and pop rush the rest.
 
The city size is given by the big number next to the name of the city. It's one when the city is founded, and then increases by one when the surplus food box gets full. Building a worker reduces the number by one, and building a settler reduces it by two............................

Thank you very much about such detail! My next game wouldn't be ended like the last game anymore,which all my city gets disordered and i quit the game and delete the save data out of frustration!

Just one more question,how do you make Military Police?
 
Any military unit with an attack value can be Military Police, if they're inside a city. Warriors, archers, horsemen, doesn't matter. But if I recall correctly, artillery units (catapults, trebuchets, etc.) do not work as MPs.

Artillery don't work because they don't have an attack value (same as great leaders, workers, settlers and armies with no units in). Also, ships don't count.

I'm not certain if it has to have an attack value or if an attack of zero but a defence of more than zero would work (I don't actually know of any units with a defence but no attack, but if one was modded, I don't know if it would work as military police)

shinsei said:
Thank you very much about such detail!

No problem. That's what the forum is for.
 
Does the military police makes disorder disappear or it simply gives content/happy face?

So like if the military police limit for the goverment is for example 3,does that means i can put 3 military unit per city to keep it in order?
 
Does the military police makes disorder disappear or it simply gives content/happy face?

Each unit gives 1 content face.

Disorder happens when the city enters the turn with more unhappy people than happy people.
6 happy 0 content 6 unhappy= fine
3 happy 6 content 3 unhappy = fine
3 happy 5 content 4 unhappy = disorder

In that last example, if adding a unit will make 1 unhappy pop content, then the disorder will go away the next turn.
But you can also use other methods, a temple does the same, and if you hook up an other lux resource, one content face would become happy, resulting in 4 happy 4 content 4 unhappy. Same goes for upping the lux slider in the F1 screen!

But if you have a city like this:
0 happy 4 content 8 unhappy = disorder
Adding 3 MP will result in:
0 happy 7 content 5 unhappy = disorder.
So you will have to find either 5 other sources of contentness to get:
0 happy 12 content 0 unhappy = fine
or 5 more sources of happiness to get:
5 happy 2 content 5 unhappy = fine

So like if the military police limit for the goverment is for example 3,does that means i can put 3 military unit per city to keep it in order?

yes, in monarchy the limit is 3:
1 unit gives 1 MP
2 units give 2 MP
3 units give 3 MP
4 units give 3 MP
5 units give 3 MP
6 units give 3 MP
etc...
 
Thank you Mas.


I'm going to start another game now,thanks everyone for helping me understand this complicated game!
 
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