Forestry Operations in Civ3

I think Cracker's article doesn't address how to determine which city is going to get the bonus when the tile is in range of multiple cities. Here's how it works:

Edit: With info from EMan, this image isn't quite correct. Tile #2 is actually the first tile, and tile #1 comes between #8 and #9.

forest.jpg


When you chop a forest, the game checks all the surrounding tiles in the order indicated by the numbers for a city eligible to receive the 10 shields. It will bypass a city that is ineligible (because it is building a wonder or belongs to a different civ). By following this diagram, you can tell where the shields are going to go; if the bonus is going to go to the wrong city, you can temporarily swap that city to a Palace.

The order may look crazy, but it isn't. Just go around the first ring starting clockwise from the top, then go around the second ring clockwise from the top. :D

Cracker's article also doesn't address the fact that the base time to chop forests was reduced from 10 worker turns to 4 in Conquests, but that's a different issue entirely. :)
 
This is great, T-hawk!

I got used to temporay wonder/palace build 'chop-control', but that doesn't work if you need the Palace for a pre-build elsewhere (and/or: have no wonder available, fairly tight build pattern, chop near capital and don't want the shields there).

We can also see that the shields would always go to an adjacent city center square, in case the shared forest tile is at distance 1 from one city center square and 2 from another city (no other overlap).
 
Playing C3C v1.22.

I had cities in positions 1 & 3.
1 was building a Library
3 was building a Worker

The shields went to position 3! :confused:

What am I missing here? :crazyeye:
 
Let me check in the morning.........off to bed now. (I probably have an Autosave at the start of the turn.......I'll see if I can get it to the point right before the "chop-down".)

Thanks for your interest and quick response, T-hawk. :goodjob:

ZZZzzzzzz.

Okay, its now morning.

Forest_Chop.jpg

As you can see, the white oval shows the Worker that caused the "final chop" on the forest.......and the shields were given to the city in "position 3" instead of the city in "position 1"!

Here's the game saved, immediately prior to that "Tiiiiiiiiimber Call":
 
I believe if you rotate the inner circle of numbers one square clockwise this will explain your observation (i.e. 2 becomes 1, 3 becomes 2, etc.), this fits with what I have seen when the computer decides which square to work in a newly founded city. I'm spouting off the top of my head, I have not tested anything.
 
Bartleby said:
I believe if you rotate the inner circle of numbers one square clockwise this will explain your observation (i.e. 2 becomes 1, 3 becomes 2, etc....
Since I didn't know the "shield-allocation-sequence", I usually make the "undesirable" city produce a Wonder so that I KNOW where the shields are going to go!.......I'll try your theory out during the game (I'm not much of a "Tester").......a good time to test it is when you CAN'T change the Production to a Wonder because you have already "chopped" a prior forest tile into that city! (Viz. You can't use the shield bonus to build a Wonder) :)




Offa said:
Crumbs Eman, you give your cities exciting names.
You noticed that, eh? :lol:
I used to let Civ assign the names......then I realized that I had NO idea where the cities were on the Map!
Then, I realized it didn't matter that much where they were!......AND, it didn't matter much what the name was! ;)
Since I'm a Lazy-Huge-Map-HOF-Milker at heart, I decided there were a couple of things I wasn't keeping track of with regard to cities, to wit:
1. Number of Cities on the Map
2. Tiles that have been "Deforested"

1. I usually do an Infinite City Sprawl (ICS) technique when playing a "Milker" and the one thing that bothered me was that annoying message "Too Many Cities" pops up and I can't build the city.........by this time the AI is usually down to ONE city! (Max cities on ANY Map is 512, including the AIs'.)
So, the 1st 3 characters of the city name is the city number in the order it was built/captured. :)

2. Have you ever tried to keep track of the tiles you've "Deforested"? It's not easy, unless you make a notation or your name is Mr Photographic Memory! ;)

So every time I call "Tiiiiiimber" I update the city name with the tile, 1-8, that was "Deforested" (Using the same numbers as T-hawk, coincidentally.) So, f1 means that tile "1" has been deforested. "fx" means all 8 tiles have been deforested. For tiles 9-20, I use a combination of n,e,s,w to designate the tile.....as I figured it would take too long to locate the tile otherwise!

Offa, are ya wishing you'd never brought up the subject of my cities' "exciting names"?! :lol:
 
Hmm. Bartleby might be right; the clockwise sequence might start NE of the city tile, not N. I'll investigate when I can, sometime this weekend.

EMan, you and your city names are insane. :crazyeye: Maybe I could drive you totally bonkers if I update that image to have 1-8 count from NE instead of N. You'll have to go rename all your cities ;)
 
T-hawk said:
EMan, you and your city names are insane. :crazyeye: Maybe I could drive you totally bonkers if I update that image to have 1-8 count from NE instead of N. You'll have to go rename all your cities ;)
........Yes, you may be right T-hawk, on both counts!........BUT, NO name changes for me, THIS game! :lol:


SirPleb said:
:cooool: EMan - If anyone previously doubted your CivAddict status I think that should convince them! :lol:
Guess who the ONE player/writer on this site MOST contributed to my CivAddiction? :mischief: ........... :lol: ......... :cool:
 
EMan said:
I used to let Civ assign the names......then I realized
2. Have you ever tried to keep track of the tiles you've "Deforested"? It's not easy, unless you make a notation or your name is Mr Photographic Memory! ;)

For tiles 9-20, I use a combination of n,e,s,w to designate the tile.....as I figured it would take too long to locate the tile otherwise!


I don't understand how you label tiles 9..20, could you give an example?

I have been advocating using the ### as the start of a cities name for some time, as it helps me play better. I like your concept of counting forest actions in city name. Other methods, ala punch out the gif map are too tedious.

The only other changes I make to names are I insert after the ### number the following:

FP - if FP city
IW - if IW city
SPH- if SPH city
P- if naval warfare is important in that game. It helps me keep the build order correct and not build non navy in naval shipyards. This is not as important with C3C, but was important with PTW. I often use F1 screen at end of a turn and need something in the first 9 letters to tell me both the importance of the city, ie, it's rank, and any special abilities I need to remember to utilize.

Several times I have gone into the editor and renamed the default cities for the civ, so all had 25 cities. It is fast, but each patch blows away all that work.


PF
 
planetfall said:
I don't understand how you label tiles 9..20, could you give an example?
9 would be nne; 10=ne; 11=nee; 12=ese; 13=es etc.
The codes are separated by a forward slash. :)
 
planetfall said:
Ok, thanks. You must have quite long city names.

PF
They can be pretty long.....BUT, I also use the letter "x" to indicate that ALL squares 1-8 have been deforested AND "xx" would indicate ALL squares 1-20 deforested.

AND, if a city's say #9 square falls in another city's 1-8 range, it would NOT require annotation for square 9 because it would be annotated in the other city's name.

In the early game of a "Milk Run", I do have the cities close together (viz. ICS), so the naming is pretty short.............in the late game the cities are spread apart in order to maximize score, and by that time the cities are probably "xx".

The net-net is that in the early game the cities names are only 3 characters long................the late game, 7!! :)
(Example "056/fxx")

EMan.
P.s. It's also easier to locate the cities on the map if you remember roughly what part of the world you settled early on (viz. low numbers) versus late (high numbers). :)
 
Wow!!!

All this talk about renaming cities has got me to thinking. Especially how you can use the names on the f1 screen to monitor your production in certain cities (ie, like the naval units being built in cities with harbors, to get vet units, etc).

I've renamed cities before, but never with any "system," that would enable easier monitoring of them from the f1 screen. I'll do stuff like rename a city "tank" or "bomber" or whatever, and have all my units of that kind, go there. Once you get rr and can move your units without any movement cost, I like to keep my stacks separate, when not in actual combat. It seems easier to move them around, and collect them when I need them this way.

But as far as the "system" of naming, for ease of use on the f1 screen, I think I'm going to have to try that.
 
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