F11 and its mysterious stats

sandmandh

Chieftain
Joined
May 1, 2004
Messages
57
Something I've always wondered about, and something that I use a lot without really knowing the exact formulae that the programmers use for these stats. Is productivity the total of all shields? Is GNP the total of all gold produced? Do you guys use this screen a lot to check how well you're doing in the game, or just the F8 graphs? Anyone know the formulae used for F11?
 
http://www.civfanatics.com/civ3acad_demographics.shtml
How the Demographics Works Author: Bamspeedy

Approval rating: This one's easy. The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.

Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.

GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million

Mfg. Goods: Total unwasted shields in all your cities.
1 shield = 1 megaton.

Land Area: # of tiles in your territory * 100.
1 Tile =100 square miles
Sea is included in this, but does not help in the territory part of your game score.

Literacy: % of your citizens who live in a city with a library, university, AND research lab. If every city has just a library you will have 33%, because they are missing the other 2 science buildings.

Edit: Or live in a city with 1 or more scientific Great Wonders (Great Library, Newtons, SETI, Theory of Evolution, Cure for Cancer, and Internet) Copernicus's does not count because despite it helps science, it isn't given the scientific flag. Having 1 of those wonders counts the same as if they had all the other improvements in the city. Two small wonders (apollo and Intelligence Agency) give you credit for having 50% science in that city. You also get 3% added to your literacy rate when you get the literature tech. No bonus when you get education. Great Library still helps your literacy rate even after it is obsolete.

Disease: % of the tiles in your territory that is floodplains or jungle.

Pollution: # of tiles that are currently polluted.

Life expectancy: % of your citizens who live in a city with a granary, aqueduct, AND hospital. Minimum is 20, maximum is 99.

Family Size: The average amount of excess food that each city is producing/2. If you have 1 city that is producing 4 extra food, that 4 food would feed 2 people, so your family size would be 2 children. Minimum is 1, hard to say exactly what the max would be. In most cases you won't see this above 2, maybe 3 or 4 if all your cities are extremely rich in food, experiencing a very fast growth period or just put down a alot of railroads on irrigated tiles.

Military Service: 10 years * # of military units / # of citizens. Military units are units with an attack and defense value, so workers, scouts and princesses don't count. Kings do. So at the start of a mass regicide game you will have a military service of 70 years because of the 7 military units *10 years divided by just your 1 citizen. 0 years if you have no army or you have just a few units, but thousands of population points.

Annual Income: The number of connected strategic/luxury resource types in your territory. The minimum value is 1 and you get a +1 bonus for your first trade route with another civ. Thanks DaveMcW

Productivity: The total amount of uncorrupted gold, unwasted shields, and excess food you are producing in all your cities.
 
While I do not doubt anything stated, I wonder how F11 gets calculated in Scenarios/Mods.

Guess every city with a Scientific Great Wonder counts as 100%. But what if there are 10+ scientific city improvements, like in DyP/RaR? Do you need all of them for a 100% Literacy city, or just three, whatever they are named? Accordingly, having one scientific improvement -> 33%, or (1/number of sci imps)*100%?

And, knowing a Tech called 'Literature' gives +3%, or the Tech that enables 'Libraries', or the Tech that enables the first SCI Great Wonder, or the tech enabling the first SCI city improvement?

That reminds me on a question I asked a while ago:
"When do Barb ships appear?"
Answers ranged from "When 2 or more Civs know Map Making", "...can build Galleys", "...can build Harbors"; correct observations, but only because by coincidence that all comes at the same time like the real trigger ("...can build that improvement that allows Veteran Naval units").
 
When two Civs know map-making, barbarian galleys will appear. It's the same principle as horsemen appearing when two Civs know horseback riding.
 
Simply, no. Make a mod and rename Map Making, and yet you will have Barb ships at the same time.

In RaR, Map Making comes Medieval. Harbors (give only food and trade) are available from start for SEA Civs. Curraghs/ Canues are 1st tier techs. The Barbarians have their own ship, so it is not the ability to build the same ship.
When do the Barbs Vessels appear? At the moment, 2 or more Civs can build Shipyards (Veteran Naval units).
But you're proving exactly my point about 'sloppy' observations - yes, true, in unmooded games the white ships show up with Map Making, but what is the real trigger? Before c3c, everyone told you 'Once you can build ships'...;)
 
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