[Civ2 / Civ3] Order of events between turns?

morchuflex

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Hello.

I'd like someone to confirm in which order events happen between turns in cities.
From my still limited XP, The right order seems to be:

1. Civil disorder (if more unhappy than happy citizens).
2. City growth.
3. Citizens' activity (revenues from worked tiles and specialists).
4. Project (building, unit, wonder...) completion.

This is confusing for veteran civ players, because in Civ2 the order (as I remember it) used to be:

1. Citizens' activity
2. Project completion.
3. City growth.
4. Civil disorder (if any).

Therefore:

- if a city has too many unhappy citizens, you only get a disorder on the following turn (unlike Civ2). Gives you time to prevent it. :) BUT, if you rush a temple, it won't prevent the disorder from happening on the next turn (unlike Civ2) :( ; still, the temple WILL be completed! :crazyeye:

- Cities can complete projects faster than the game lets you believe, when they're just about to grow. Example: a city produces 2 shields per turn and is 3 shields from completing a project, but only one turn from growing; the main view lets you see the number "2" (turns remaining) next to the project's name; still, the project WILL be completed on the next turn provided the additional citizen can work a tile that gives at least one shield. :goodjob: This wouldn't happen in Civ2.

- If a city is close to growing, you must rush a granary or an aqueduct TWO turns before the food storage capacity is exceeded. ONE turn was enough in Civ2.

Etc.

I wonder why all this has been changed. It has just made it harder for me to learn how to micromanage Civ3. :mad:
 
Pretty close, but not quite exactly accurate.

1. Resistors quelled, if any. Note...the governor will assigned quelled citizens to roles, typically "in the fields".
2. Commerce figured -- including all input from specialists and the like. This MUST be done before civil disorder is checked, as commerce plays a role in the number of happy faces available.
3. Civil disorder checked for. If a city is in disorder, it will not produce shields and I can never quite remember about food.
4. Food added. If growth occurs, the new citizen is created and auto-placed by the governor (there are hard, fast rules on where the governor places the new citizen, but I don't recall them off the top of my head).
5. Shields added. Projects may complete here. The city can be viewed.

Note that cities may potentially be viewed during phases 3 and 5. There are horrible exploits forbidden in just about every semi-competitive or cooperative game that I know of about getting double-benefit from citizens by re-assigning them in these phases (using scroll-ahead). The exact grouping of phases 2 and 3 isn't clear to me, as one can "scroll ahead" and assign extra entertainers to cities and they will not revolt, so I think those two are really one pass through the cities. Not sure about phases 4 and 5, as it doesn't seem to really matter.....

As for why...my best guess is that it makes more sense that a city going to revolt is visibly in that state before the end of your natural turn. I hated CivII cities growing and revolting with no warning. At least in Civ III, you can see potential revolts before they happen without needing to calculate whether they will happen or not. The rest, I think, kind of stems from that decision.

The reason the temple completes is that the shields are there. In actuality, you lose very little by having a city revolt the turn it completes the temple (except some visibility about its state), because the citizenry will be fed, the shields would be wasted anyway, and by the next turn when commerce and disorder are checked, it will be fine to produce food and shields the next turn.

I find it much more natural than CivII, honestly. I hope this helps explain the situation a bit.

Arathorn
 
Arathorn, thanks for the detailed info.
And I agree it is good to SEE your city is going to undergo disorder, rather than having to calculate it!
 
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