Citizen allocation broken

Pyramid Head

Chieftain
Joined
Sep 25, 2010
Messages
79
In CivIV never ever AI allowed itself to throw city to starvation, no matter the priority you set.
Now, in CivV you have to manually monitor each and every city, because when you set Production Priority, AI simply puts every citizen to production tiles...and sity starves, as AI disregards food completely.
I hardly monitor devs' announcements, so can someone answer - do they said something about fixing this aspect of the game?
 
In CivIV never ever AI allowed itself to throw city to starvation, no matter the priority you set.
Now, in CivV you have to manually monitor each and every city, because when you set Production Priority, AI simply puts every citizen to production tiles...and sity starves, as AI disregards food completely.
I hardly monitor devs' announcements, so can someone answer - do they said something about fixing this aspect of the game?

This bug was invented with the 0.62 patch, and since the developers don't play Civilization, they haven't noticed yet.
So, I don't think that this will be fixed soon.
 
well... define priority...
If finishing a castle is a priority due to war, than one citizen lost is an acceptable means to achieve your goals...
you can always allocate the citizens manually...
 
well... define priority...
If finishing a castle is a priority due to war, than one citizen lost is an acceptable means to achieve your goals...
you can always allocate the citizens manually...

The point is, you should be allowed to allocate your citizens manually, *when* you want to accept them to starve.
In terms of quicker production, starving rarely makes any sense at all. A lost citizen will in no way improve your production speed and is hard to gain back.

Therefore, the default should be not to starve.
 
The point is, you should be allowed to allocate your citizens manually, *when* you want to accept them to starve.
In terms of quicker production, starving rarely makes any sense at all. A lost citizen will in no way improve your production speed and is hard to gain back.

Therefore, the default should be not to starve.

Point taken...
I hereby order the developers to implement this feature :king:
 
Whenever I've seen this point being brought up before, someone who likes Civ5 came up and explained lengthy why it is not so bad to have a little starvation. But the point is not, what the game calls starvation (aka negative food production), the point is, that the AI actually sacrifices citizens - something that provides no benefit whatsoever. And considering the looong time cities need for growth happiness is not really relevant here, especially since the "Avoid Growth" button actually works unlike Civ4, where cities would still grow.
 
Soo. they just don't want to fix it and tell us that strvation is actually good?

No... Hesha brought up a separate issue....

What the game calls starvation is just negative food production... your larders are being depleted.... this is used in a strategic focus on production... up hammers down food....

But the topic here is that when under AI control, the governor will sometimes allow the larders to go so low that a citizen is lost....
 
They have made some improvements, hoever if you do it manually. changing focus can result in starvation in some cases.
 
SO basically you want the governers to docus on X, but not at the detriment of food? Like, focus on X, but only to the point where food reaches zero...

I guess I would like both options - building focus at all cost (most projects through out history had plenty of casualties) Or building focus to the point of no growth.


I, however, dont think its that bad that you can do this yourself by managing the cities yourself.


Sounds like a mod job to me! (probably requires DLL access... grr...)
 
I think it's a bug, honestly. I've seen situations where a city would rapidly drop in population to the point of not being useful, totally unexpectedly. I have a hard time believing that a mechanic that sometimes results in what is effectively the crippling of one of your cities is intended.
 
I also think it's a bug.

I had more than a game screwed by setting my capital on production focus early game and losing 1 or 2 citizens.

This happens especially when barbs are around and block tiles: the governor doesn't replace them correctly.

Lame bug.
 
It *IS* a bug, as the production focus didn't cause starvation prior to the 0.62 "patch".

Unfortunately, the developers have more important things to do than fixing what they have broken when playing around with the coding.
 
Actually, the only time I see starvation is in a production city during a golden age when they will switch to some suddenly juicy production tile or when there a bad guys around interdicting food tiles.

I have at times allowed a city to have negative food production for a while to max out production. I like the fact that you can manipulate things to use stored food if you need to and it is fairly easy to figure out how many turns you can do that before you actually lose any population.

Is it possible that people who are seeing starving cities have not given enough attention to farms and are instead trying to max out gold production with TP spam? If there is food available most of the time they use it.
 
Well, its been 5 patches and still Firaxis can't reach the level of CivIV, where allocation feature worked since original release.
Citizen allocation is still completely broken in the latest patch. No wonder CivV is forgotten by everyone.
 
Well, its been 5 patches and still Firaxis can't reach the level of CivIV, where allocation feature worked since original release.
Citizen allocation is still completely broken in the latest patch. No wonder CivV is forgotten by everyone.
Wow, what a drama queen:sad:
Regarding the starvation-production. I have used that strategy for as long time and for as many civ versions I can remember. Okey sure in this game I have a button for it, good and btw history is full of constructions that has been built by workers that has worked so hard they have died. I live next to canal that is said to have its share of bones.
 
Why you no manually select?

Yes, having the option to set a focus and fugedaboudit is nice, and if there is a bug it should be fixed, but this sounds like a pretty minor concern. If you want a city to be a production center, take the extra minute to either keep it stagnant or keep it growing at whatever rate you wish. All you have to do is lock in a few juicy food tiles and set the rest on mines 'n such.

Eh, maybe I just like micromanagement more than I should.
 
just go production. wait till its 1-2turns before losing a citizen. go back to food. let it almost fill up for new citizen. switch back to production. this isn't really a pressing issue. unlike not being able to move 15units together and having to micro them one by one turn by turn just trying to keep formation..............
 
I have had my city starve using production priority and now will lock a tile use to prevent this. I have also seen switching to production priority decrease the production from general priority, unfortunately I didn't keep a save, but will do so when I see it again.
 
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