Can you tell me why you would want to use the FCT in any other situation?? If the cities still have a surplus of food why not just turn on the WLT_ and grow even faster??
Sure, no problem. I have faced this choice in both GOTM 5 and GOTM 6. To help illustrate this, I just permanantly saved a GOTM 6 in 1885 which I will post at the end of July to illustrate exactly what I'm talking about in a real-game example (remind me if I forget in 2 weeks ;: ).
One of my own techniques is to pile as many as 60 or 70 engineers into one city shortly before my SS lands. Naturally, there will not be a food surplus for a celebrating city to grow. Plus, the city will begin to lose pop in 2 or 3 turns. So I use a Food Caravan every other turn or so to keep the city from starving. I have to be careful, because if I send an extra freight in, or send a freight in with the food more that 50%, the city will grow. If the city is at its "natural" max size given my current terraforming, I don't want it to get beyond and become a Super City, simply because I personally think that would not be sporting.
But if my Engineer city is one or two "WLTP" days from growing to its max size when I have to dump some engineers into it, I don't mind letting the FCT bump the pop up to what it really "should" be.
The urgency in this growth is because of the impending SS landing, usually within about 5 years when I have to start the massive "engineer shuffle".
In GOTM 6, I think I used the FCT to net a total of about 3 pop points in my total of 5 or 6 "engineer" cities. That's just because I don't pile engineers into smaller growing cities... they suck the food dry too quickly, and smaller cities often can't pay the shield support.
As another example, in GOTM 5, the big Zulu city I had in the Zulu hills supported a bunch of engineers, and at one point, I accidentally pushed a food freight into it too soon & it became a "super city" by one citizen, so I let that citizen starve off a couple turns later.
So the answer to your question is that engineer support (resulting in net starvation), for example, can cause a "normal" city to stop growing, even if it is still celebrating.
Of courses, WLTP days are more efficient for growth under the vast majority of circumstances.
Starlifter the reason why this example doesn't work is that when you have 254 cities producing 254 food caravans each turn then you have 254 large cities. 254 cities of size 8 would give you 4064 points from population alone, and then there are all the other things that gives points. When you reach the point where you need to use food caravans in your game to increase your score, then your score will have reached a point where the 1% deduction exceeds the 127 points gain every turn.
I see your point, and what you say is certainly true in some instances.
But since my own empire are not symmetrical, I will have some small cities cranking out food freight while still celebrating and growing on their own. Until they all start to max out, the net population added each turn greatly exceeds the (50^PNP) curve. Even in GOTM 6 (where I have over 4,000 shields per day available for production), I am growing at such a rate the I'm greatly exceeding the (50^PNP) curve. If I had planned better, or could go back about 50 turns and try again, I could time this much better, and have the natural pop maxing out better as I approach the SS date.
If I had chosen (waaay back), I could have produced hundreds of surplus food caravans to be used in the end-game period to force cities (small and large) way beyond their "Natural" size. The actual rate of growth can be 254 points per day, using the pre-made food freight. As the reserve of food freight is exhausted, a point will be reached at which it is not to a player's advantage to continue using the FCT to grow. Ideally, the player should land the SS at that point.
And regardless of whether the FCT can in and of itself sustain a better curve than the 1% rule of thumb, my earliest SS landing date is set by other circumstances (and I happen to be launching/landing the SS ASAP in GOTM 6, but it was very slow going in the early/mid game for me this time). Since I knew 100 turns ago about when my SS would land, I can easily easily easily have added at least 1,000 (and probably more like 3,000) points to my Civ II score by my SS landing date.
Even at this moment, I have about 10 food freight (and probably 100 trade freight) sitting around, in case a city become in danger of losing a pop due to starvation. But I don't go throw them into a maxed city & make a super city, as you'll see in the .SAV files when the results are posted by Matrix next month.
BTW, the game designers allow (as I'm sure we all know) the players to force any city to size 8 by joining settlers/engineers. Food and support is irrelevant, though obviously a city faces the usual happiness and food supply problems.
BTW I know that I can get the unites cheaper by rush buying cheaper unites and then change the unite being produced. But what I didn't know was that government, tech level and shield production could have any affect on how expensive it is to rush buy a unite - could you please explain this?
Duke got the answer right (thanks, Duke!).
I did not go into great detail because I'd assumed you guys already knew what I was talking about, and didn't want to sound condescending. The government issue is "natural" Fundamentalism. Fundy is good at raising gold, but it has several "hidden" aspects that make it greatly advantageous to micro-managing players (like me and you).
One of those huge advantages in "Natural" Fundy (in the long run) is the 20-shield fanatic. It costs 120 gold to buy it with an empty bin. In Democracy, an empty bin is 210 gold (spy). To get 50 unit shields from scratch, it is:
Democracy: 210 + 25 + 25 = 260 gold
Fundy: 120 + 25 + 25 + 25 = 195 gold
For example, if you buy 4,000 freight, this saves:
4,000 * (260-195) = 260,000 gold.
Even if you use the more tedious ISB (Incremental Switch Buy), Fundy is still cheaper for a 50 shield unit (195 vs. 235).
Hope this all helps
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BTW, On a different subject. I am going to have to really hunker down and try the "early conquest" methods of you, Smash, Cactus Pete, and others. If I had a cleared planet in 1 AD to plunder, boy howdy... I'd be crappin' in tall cotton!
My big military campaingns used to come after flight, and lately they are coming after teh dawn of gunpowder. But I've never really been a big war-monger in the pre-gunpowder era. However, when looking at the results some of you guys achieve in that early era, I'm thinking its worth it for this old horse to learn some new tricks.
I'm still in awe of your early GOTM 4 accomplishment, Shadowdale! The size of your empire runs about 800-1000 years ahead of mine in the same game. I finished all but the last few long turns of GOTM 4 in late June so I can compare my results to everyone else's, but I haven't touched it in 2 weeks.