Civ V - Aqueduct not saving food

Titanius Rex

Chieftain
Joined
Mar 28, 2012
Messages
48
My capital Rome has had an aqueduct fully built for 6 turns. I then grow the population by 1, from pop 6 to pop 7. I then mouse over the food data and see that my food stored is only 1/115. It was supposed to save 40% of 99. I'm supposed to have 39.6 saved, plus 1 gained for a total of 40.6. But I have only 1 food.

I read about this similar bug reported back in 2011, but the guy reporting it had only just built the aqueduct the same turn as the pop growth. I, though, have had the aqueduct built for a few turns already before growing the pop, and still no food was saved.

Any word on this bug? Thanks.

PS... Or is it that the aqueduct ignores food that was stored before it was built and starts saving after the food drops to zero for a complete storage cycle?
 
I don't think it's a bug. The aqueduct will save, for the 1st :c5citizen: after being built, the amount of food needed for the next :c5citizen: with a maximum of 40%.

Example : I finish an aqueduct at 5 :c5citizen: but with 5 :c5food: left to grow for 6 :c5citizen:. When i reach 6 :c5citizen, 5 :c5food: will be accumulated. If i finish at 10 :c5food: left, i will gain 10 :c5food: if it doesn't totalize over 40% of the next stack of :c5food: needed to grow at 7 :c5citizen:. For next citizen past 7 pop, you will gain 40% as described.

In resume : Finish your aqueduct at 60% left from next :c5citizen: for maximum benefits ;) If you played civ4, you can understand that is the same mechanics than a granary.
 
Thanks. That makes sense. On your first pop after the aqu is completed, it carries over the food that was harvested starting from the turn the aqu was completed, up to the limit of 40% of the food needed to the next pop.

Thanks again.
 
OMG... it's true! I've timed Aqueducts to finish 1 turn before growth a million times and thought that was a great move... just LOL.

RThKP.jpg


Amazing that I never noticed this before :(
 
So actually the general rule of thumb is to try and finish Aqueduct about the time you reach 50% done, so that during that short time the Aqeduct will actually be storing 100%.

Take FeiLing's example: 40% of 55 is 22. 50% of 44 is 22. If you finish the Aqueduct when you're halfway to the new citizen, you would be at 22/44, and the second 22/44 would also be copied and count toward your 22/55 after you grow. Of course in his example he's got a 5-food surplus so it's not that simple, but in a real game it never will be.

So, new tactic: complete Aqueduct when you're HALFWAY to growing a pop--not 1 turn away.
 
OMG I always noticed when it didn't store, and never thought to connect it with the fact I had purchased the aqueduct the turn before! Doh.

Well I guess that shows how 800+ hours of CiV don't mean you know everything. Or anything. lol
 
It seems to work just like the Granary in Civ 4: http://www.civfanatics.com/civ4/strategy/food_growth.php

Each turn the surplus food contributes both towards the city's food bucket (growth) and the Aqueduct's internal food bucket. It will save maximum of 40% food needed for the next population. This also stacks with Medical Lab? I think that one gives 25% food carried over, so the internal food bucket could save 65% food towards the next citizen. If you want to know exactly how many turns to build it ahead, the food per city size formula should be on these forums somewhere. I've seen it before.
 
AArgh! I've been timing my aquaducts to compete 1 to 3 turns before growth;
treating them like Granaries from Civ II & III.
 
It's funny to see how some little things can have a large influence on a game...yeah, 50% is a good general rule. Best spot is at 40% from next :c5citizen:(can shave a little gpt or simply add a cheap unit or building before building it).
 
So actually the general rule of thumb is to try and finish Aqueduct about the time you reach 50% done, so that during that short time the Aqeduct will actually be storing 100%.

Take FeiLing's example: 40% of 55 is 22. 50% of 44 is 22. If you finish the Aqueduct when you're halfway to the new citizen, you would be at 22/44, and the second 22/44 would also be copied and count toward your 22/55 after you grow. Of course in his example he's got a 5-food surplus so it's not that simple, but in a real game it never will be.

So, new tactic: complete Aqueduct when you're HALFWAY to growing a pop--not 1 turn away.

You have everything right except that the 40% saved by the aqueduct is 40% of the current pop requirement (44), not 40% of the next pop requirement (55).

So back to FeiLing's example, the aqueduct would save 40% of 44 (the current pop requirement when construction is completed). 40% x 44 = 17.6. So in this case you would optimize the aqueduct's storage if you harvest 44 - 17.6 = 26.4 of food by the time the aqueduct is finished, or 60% of food required.

So, then, you have 26.4 food, the aqueduct is then finished. Your city continues to harvest the remaining 17.6 food to grow the pop to 5. As soon as the pop grows to 5 you should see 17.6 / 55 of food toward your next pop (plus whatever amount your city harvested on that turn). But the amount bonused to you via the aqueduct would be 17.6, which is 40% of 44.

The optimal place to have the aqueduct completed, then, would be when you have 60% of the food required to the next pop (26.4 / 44 = 60%) to gain the maximum credit of 17.6 / 44 = 40% once your pop grows.
 
And I like what one guy said earlier in another post... that the effects of the aqueduct and granary should be switched. The granary should preserve food and the aqueduct should increase crop yield.
 
No prob, anandus. I'm a stickler for optimizing my cities any way I can.

Another thing I do is time as many of my pop expansions as possible. If you expand one city at a time, you get to the point where you reach 0 happiness. At that point, it would be pointless to expand just 1 more city, because you would drop to -1 happiness, and then all your cities suffer harvest penalties of -75%, slowing down all the other cities you are trying to grow.

If you have multiple cities that you want to grow pop for, try to do them all on the same turn. This way, you can get food at the normal rate without the penalty on all your cities. Then, on one turn, you grow them all at once. Your happiness will drop deep into the negative. But as long as you are -9 or lower, you'll be fine. At -9 or lower, all you suffer is a harvesting penalty. But at -10 or more, you will also suffer a production penalty.

So keep your unhappiness confined to just -9 or less. This way, while you wait for your happiness to rise through building construction or luxury resource additions, you would at least still get full production and can just concentrate on construction while you wait.

I also try to time any sieges on the same turn as pop expansion, because a city siege will hit you with -7, -8, or even -9 happiness all at once (its population, the cost per city you own, and -4 for having an occupied city), until you can build a courthouse (which cancels the occupied penalty and gives you back 4 happiness).

Oh, and one more thing about this... send your workers to start chopping down forests around the city you want to conquer about 3 or 4 turns before you finish conquering that city (depending on whether you have a worker speed bonus, either from the pyramid or from a social policy).

By starting forest clearing a few turns before, you can time it so that all the forests around that city will be cleared on the second turn after you conquer the city. This will greatly speed up the construction of the courthouse in that conquered city to just a few turns, so you can get your 4 happiness back more quickly. The thing to watch out for here is that you don't clear the forests on the immediate next turn after you conquer, because during that first turn all production is halted and you would lose all that forest production. So time your workers so they finish clearing on the second turn after you take over a city. (When I tested clearing a forest on the first turn after conquering, there was no boost to production. On the second turn and after, there was a boost. Unless I did something wrong.)

Whenever I attack a city-state, the army I send always has at least 2 or 3 workers in it. Just be sure you keep a military unit on top of your worker so he doesn't get gobbled up by the enemy while you're still attacking him.

I'm currently playing Rome (25% production bonus on any building already built in the capital), and I'm still in the BC years and have 11 cities already. I conquered 2 city-states and an AI player (1 city - I just kept gobbling up his settlers to prevent him from expanding, which then became free workers for me), and built the rest on my own, thanks to fast settlers production from social policy. And I always build a city next to a luxury resource, and conquer only cities that have luxury resources, so that each city contributes 4 happiness almost right away (as soon as you can finish working the hex with the lux res).
 
One thing you^ are not optimizing is you are annexing your puppet immediately. At least wait until it is out of resistance, getting you a few extra golden age points or, if you would dip into the negatives, some extra growth too.
 
Yeah, I could use them as puppets for a while. But they don't produce enough for my liking. And I can't control their building cues. I'll take a little hit in the happiness department in exchange for early control now and increased production later on.
 
Well, not just that. I mean puppet it for the turns it would be in unrest anyway. If you want to annex it, you can do so IMMEDIATELY AFTER it leaves unrest.
 
I never thought of that before. I'll have to experiment with that. Normally I go straight to clearing the forests, and can usually build a courthouse in about 15 to 20 turns, depending on how many forests there are and how close they are to the city (30 production bonus within 1 hex, 20 production bonus at 2 hex distance, 14 at 3 hex, etc.) Just 3 forests give me almost half the courthouse. But I see your point. Waiting for unrest to go away on its own could save those forests for a granary or aqueduct. I'll experiment. Thanks for the tip.
 
I just ran a trial of puppet vs annex. I would have to stick with annexation right away, instead of puppetting first.

The population of a puppet counts toward unhappiness just as your regular citizenry does. All you save by puppetting is the -4 happiness from occupation. But when you eventually decide to annex, you will get the -4 happiness for having an occupied city anyway. Puppetting first only postpones the whole annexation pain of -4 happiness.

I'd rather deal with it sooner rather than later. By annexing right away, you can build the courthouse right away, putting an end to their unhappiness sooner.
 
Back
Top Bottom