Food corruption

mxliann

Chieftain
Joined
Jul 17, 2004
Messages
14
How do you avoid losing food in the food box? Does it function like commerce corruption?
 
You need to make sure that the tiles you're working are producing enough food to support your population. You can't very well have a size 30 city in the tundra. Part of the problem, I"m guessing, is that your cities are going into disorder and you're using entertainers to keep them happy. This means now that you have five pop trying to support a six pop city. Usually, that's no problem.

First try to raise your luxary rate in your domestic (F1) advisor screen. This will make the people happier, and more tiles can be worked. Try irrigating some mined tiles. This gives plus one to food for each tile. Two irrigated grassland tiles will support three pop. Floodplains are even bettter at this. Move out of despotism if you're still in it, as the production/commerce/food penalty applies to this. This means that for every tile generating more than two of anything will produce one less. So irrigated grasslands are pointless, as you loose the worker turns and extra food to the despotism penalty. Railroad your tiles as soon as you can. This will increase the food output by one on the squares. This means that two grassland railroaded/irrigated can now support four pop.

These are just a few things that come to mind. We'd need to look at a save to better tell you what's happening.
 
You only get a food bonus with railroads if it's already irrigated.
 
What my problem is, that I have a city producing x number of food, but only very few are going into food box for population growth.
 
Two food per turn are required to maintain an already existing population point. All surplus beyond those two per population point go towards city growth. Is that what you are asking?
 
A city size of 5 requires 10 food just to maintain its size. If you are only producing 11 food from the tiles, then only 1 food is being used for growth.

If you are trying to grow the city, examine how the tiles are being worked. Can you change the workers to concentrate on food tiles more so than production tiles? Perhaps you need to irrigate some mined tiles for now, then go back and mine them once you have reached the size you want.
 
What is the Max population size of any city without editing consumption rates or the amount of food given by a given square in the editor? Also, what would the surrounding squares be and what kinds of improvements should be on them? Also, assume that the civ is agricultural so they get the food bonus.
 
SwitchbladeNGC said:
What is the Max population size of any city without editing consumption rates or the amount of food given by a given square in the editor? Also, what would the surrounding squares be and what kinds of improvements should be on them? Also, assume that the civ is agricultural so they get the food bonus.
Unknown. It depends on too many factors.

I guess the largest possible city would have all irrigated floodplain tiles, with a wheat on each tile, agricultural civ in a democracy (does gov't matter other than non-depo?). Now, this situation is very unlikely (if not impossible) with an un-modded game.

City center = 3 food
Flood plain (3) + irrigation (1) + wheat (2?) = 6 food
(21 tiles*6) + 3 = 129

If my calculations are correct the city would hit 65, then it would lack a one food, and would starve back to 64.

For most situations, when you find a good spot to build, and you have a nice balance of food and production, you will be able to get a city size around 30 (sometimes higher/sometimes lower). This requires the city being able to work all 21 tiles around it. My "production cities" that have lots of hills/mountains/mining will normally hit the mid-20s.
 
Nice shot, huh?, but you forgot the effect of railroads.

For an agricultural civ not in despotism:

1 city center = 3
20 surrounding tiles, floodplain (3), w/ wheat (+2), irrigated (+1), railroaded (+1) = 20 x 7 = 140
The total food production is 143. So I think the maximum population is 72 (for one turn).
 
Sure you can get big cities, but everything over size 20 is a waste of potential production, since each one past 20 has to be an entertainer.

If your cities are closer the max size without wasting citizens on specialists is much small, I actually aim for a max productive size of 12 in most games.
 
Oh, I'm not so sure about that. Assuming the city is high-corruption, all those extra citizens can be used for policemen or Civil engineers. Even PTW/VC3 the gold or science from specialists can help.

Now don't get me wrong, I shoot for a city size of 20 too. But I don't start to worry about it until it gets close to 30. Just make the extras police/ce's and go with it.
 
Well any fully corrupt cit of mine is producing workers/drafts(from size 7 to 6), so they never see 20+ size. Also to get 20+ you need hospitals, which you won't build in 60%+ corrupt cities, so I can't see when a policeman would provide more than the 2 shields you get from mining a tile.

I could be wrong though...
 
anarres said:
Sure you can get big cities, but everything over size 20 is a waste of potential production, since each one past 20 has to be an entertainer.

If your cities are closer the max size without wasting citizens on specialists is much small, I actually aim for a max productive size of 12 in most games.

Hmm, in my captial city right now it has a population of 29. When building a structure, I have all the tiles being worked and 9 civil engineers. When building anything else, I have 9 taxmen. I don't see how this is a "waste of potential production".
 
anarres said:
Well any fully corrupt cit of mine is producing workers/drafts(from size 7 to 6), so they never see 20+ size. Also to get 20+ you need hospitals, which you won't build in 60%+ corrupt cities, so I can't see when a policeman would provide more than the 2 shields you get from mining a tile.

I could be wrong though...

See, I'd just rush a hospital after having the CE's for a couple of turns....
 
@huh?

If your pop was 20 you could have 18 food less to support the city. This means 9 irrigated tiles could be mined (assuming rails everywhere), which would give you another 18 shields per turn. Of course you may have all high-food tiles and not have 9 irrigated tiles that can be mined, but that is pretty rare.

With a factory and coal/hydro plant that goes up to an extra potential 36 shields per turn (and in your capital that you would get ALL 36 shields).

Can you tell me if the 9 taxmen switching to 9 civil engineers gives you a 36 shield boost? If not you are wasting production potential by having a bigger city...
 
@Turner

You would rush a hospital that costs 160 shields (= 640 gold!!!) AND upkeep????

Why? Why oh why oh why? Why not build extra cities in the gaps between your large corrupt cities and get 3 or 4 settler/worker/draft/gold cities instead?

If you haven't done the maths I can assure you that rushing hospitals in corrupt cities is harming your overall empire in comparison to having 3 ro 4 times as many smaller cities for drafts and units and gold.
 
I've got this thing about ICS....Usually, by that time, I can well afford to have hospitals and paying upkeep for them. When I'm in this situation, it's not uncommon for me to be making 500+ GPT with techs every four turns, in Republic supporting my army.
 
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