Interesting Screenshots

Is that in a Golden Age?
No, not a Golden Age. In fact this is very late in the game, 9 turns from the end.

I do have to confess that I cheat in the placement of my cities, which follow a pattern. I explore a map first, determine where the cities will be placed, following my pattern as much as possible, and then restart the scenario at 4,000BC. Still, although I occasionally discover the iron resource during the time of my exploration, there is no way for me to predict the location of coal (to be able to build the Iron Works), or to otherwise affect a given city to that degree. For example, in the case of Dallas, shown above, there is a perfect balance between grasslands and hills. You will note that the city has no excess food production. There is no way I could have planned that, especially since I'm not a Bean Counter in regard to this game.
I do remember that when I founded Dallas, it looked like it was going to be the place that would eventually build the Military Academy, or whatever it's called, because it had what I knew was going to be a very good balance between hills and grasslands. I always build the Military Academy in my most productive city, for the quickest building of Armies.
Well heck, I still have the save file, why don't I just attach it. Note that the attachment will also show how I like to pattern-place my cities, as well as everything else I like and don't like to do.
 

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It could easily get even higher than the 201 it's already at- there's a factory, hydro planet, manufacturing plant, and iron works, but no nuclear plant, so it could go from the x3.5 multiplier it's at right now to an x4 multiplier. And these buildings modify post-corruption shields, but not the corrupted ones- it looks to me like Dallas has a base of 55 uncorrupted, 9 corrupted shields, which gets bumped up to 192 uncorrupted, 9 corrupted. If I'm mathing it out right, a nuclear plant and a palace would make it go all the way up to 256 shields per turn.
 
It could easily get even higher than the 201 it's already at- there's a factory, hydro planet, manufacturing plant, and iron works, but no nuclear plant, so it could go from the x3.5 multiplier it's at right now to an x4 multiplier.
It has all those, and no nuke plant.
 
My math was correct:

hw4Wr5R.png
 
Mining the grassland would be even better, because every extra shield from worked tiles is 4 shields of production, so that would get it to 264 shields.

The save also had tons of workers available so if you were so inclined you could change all the farms to mines and for one turn and briefly get it to 304 shields per turn, but it would quickly starve itself down below size 20.
 
Only 2 pollution!

This is *close* to the theoretical max because its a perfect mix of grasslands and hills. As noted, mining a grassland starves the scientist but gives you 8 more shields.
If you had all bonus grasslands other than the wheat, and the wheat was a Flood Plain wheat, I *think* you'd get 288 shields per turn and that would be the absolute max since the FP wheat would let you mine one more bg at a 1 food per turn loss (sustainable for many turns with a full granary).

I don't know if the game would give you wine hills where you can build an Iron Works, which would allow you to mine more since they are +1 food on hills.

Obviously, America can generate a Golden Age in the Modern Age with the F-15 (normally useless), which would create a theoretically create a max of [ ]

12 hills * 4 shields = 48 shields, 12 food
1 coal/iron hill * 5 shields = 5 shields, 1 food
4 bonus irrigated grasslands * 1 shield = 4 shield, 16 food
1 bonus mined grassland, = 3 shield, 2 food.
1 flood plain wheat irrigated = 7 food
1 city square on coal or iron hill = 5 shields, 2 food (3 if agricultural)

Total of 40 food, 65 shields before improvement multiplier. Would increase to 85 with Golden Age. 280 shields per turn with improvement multipliers, 360 per turn in a Golden Age.

Anyone else know how to get the total higher? (Again, wine hills is a possibility, but I'm not sure the game lets you have wine / coal / iron in the same city territory).
 
Wartime mobilization can have a similar effect as an GA. But you might have trouble finding suitable units for the bonus. A coastal city could produce battleships.
 
I'd also note that it's possible to get even higher with more bonus food tiles (maybe a cow instead of a wheat for an extra shield) allowing either switching the irrigations to mines or replacing a grassland or two with another hill. Or you could replace a not-bonus grassland with a flood plain for an extra food.
 
:faint:

But be honest: that's not from an unmodded game, is it... :mischief:

I've seen this attraction to big number builds elsewhere. I can't say I feel the same way. And it seems I will never understand it also.

You have 180-190+ uncorrupted shields in a city (the original picture does NOT have 200 uncorrupted shields)? So what? What can you use those shields for?

A city with fewer shields that also builds many, many great wonders strikes me as more impressive potentially also than some later city that has bigger numbers of shields produced.

What's the bigger context of the city? How do big numbers better fit strategic plans for victory, or enable better quality victories?

But, it seems like I'm clearly in the minority here. And I'm an American... so being in the minority feels awkward... even if I'm correct in my impression that big numbers can be misleading with respect to what ends up valuable for playing civ III.
 
I think, it's the "researcher's mind" at work here. Like "what is the number of possible chess position on an 8x8 board?". Someone has calculated that once, and I think it's more than the number of atoms in the universe.
But of course, in a real chess game, this is completely irrelevant, and knowing that number won't make you a better chess player...

Maybe there is indeed a difference between the "American mindset" and the "European mindset"? Like, a European researcher is fascinated by an unsolved question and tries to solve it. Once he achieves that, he forgets about it and moves on to the next question. The American researcher on the other hand, then tries to perfect it and make ready for commercialization and usage in everyday life. There are many examples like this:
  • Philipp Reis (Germany) invented the telephone -- Alexander Graham Bell improved it so that it had a decent range, decent sound quality and was easy to operate for the layman, and then made a fortune out of it...
  • James Bowman Lindsay (Scotland) invented the light bulb -- Thomas Alva Edison improved it so that it worked satisfactorily in everybody's home (and also made a fortune...)
  • Carl Benz (Germany) invented the automobile -- Henry Ford simplified it, so it could be mass-produced (and then made a fortune...)
  • Otto Hahn and Lise Meitner (Germany) discovered Fission -- the Americans found the first practical application of that know-how during the Manhattan Project. (No idea, whether anyone made a fortune by producing atomic bombs, but probably yes...)
  • A number of European technicians and mathematicians invented the foundations of modern computer technology (mainly Konrad Zuse (Germany), Alan Turing (England) and John von Neumann (Hungary)) -- IBM started mass-producing them (and made a... well, you get the picture...;))
 
Anyway, I think this may be the theoretical maximum in terms of shields, without going into negative food: 612


shield_maximum.png

  • 4 cows on bonus grassland, 3 irrigated and 1 mined with rails
  • 16 coal hills, mined with rails
  • city center is an iron hill (so we can have the Ironworks)
  • an industrious civ (like Maya in this case) for 3 additional shields in the city center
  • Factory, Nuclear Plant, Manufacturing Plant and Ironworks
  • Golden Age and Mobilization for 2 extra shields per tile
Now let's move on to the next question... :D
What's the maximum amount of beakers?
I guess we would have to replace all the coal by gold, fit a river on that island so that it touches all the tiles, and then add Copernicus, Newton and SETI. (I already gave the city Library, University and Research Lab.)

Edit: ah, no, I forgot the GA + mobilization... I updated the number and the picture.
 
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I guess we would have to replace all the coal by gold, fit a river on that island so that it touches all the tiles, and then add Copernicus, Newton and SETI. (I already gave the city Library, University an Research Lab.)

You'd likely also want to make it coastal to get The Colossus (which would necessitate having a minimum of two coast tiles in the BFC), which means you'd want to be Seafaring for the commerce boost to coastal cities, and Commercial for the commerce boost to large cities. I also believe that the tourist money from Great Wonders gets benefits from all multipliers.

Since you no longer care about shields in this case, you want to maximize the food from your food-producing tiles by turning them into Flood Plains with Wheat.
 
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