morchuflex
Emperor
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!
- 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.
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.
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.



- 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.

- 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.
