no more toilets

boychuk

Chieftain
Joined
Feb 18, 2004
Messages
19
Does anyone know what happens when you destroy a city's aquaduct or sewer system (and the city's population is above either 8 [in regards to the aquaduct] or 12 [in regards to the sewer system])?

Sincerely,
Richard
 
Destroying or selling off either one will prevent growth over 12; lack of Aquaduct will prevent growth between 8 and 12. No effect on happiness or other conditions. Once you have "topped out" in growth it is common to recoup some gold (and save some maintenence) by selling both off. Doesn't make real-world sense, but that's Civ for ya...
 
(Purely hypothetical and impossible, as far as I know)
It would be nice if could assign a "happiness" function to sewers and acqueducts for populations in excess of 12 and 8, respectively, to recapture a little of that realism. Thus, a city would go into disorder if either of these improvements were lost and the city was over the necessary size.

Can you imagine the dialogue:
"Let me get this straight, Mr. Mayor, to finance the construction of your Wonderful Chapel, you sold the sewer AND the water works?!"
 
Originally posted by Stegyre
Can you imagine the dialogue:
"Let me get this straight, Mr. Mayor, to finance the construction of your Wonderful Chapel, you sold the sewer AND the water works?!"

And as soon as we capture the Egyptian's pyramids you plan to get rid of our granaries? You think perhaps we plan to stop eating?

Of course, the real kicker is how much _less_ important it is to have places of worship in a fundamentalist state. Huh?
 
Originally posted by N0mad
What is the max size of a city?

Purely from city radius terrain, 17 grass tiles farmed making 4 food each, plus 4 wheat tiles farmed to 6 food each equals 92 food, or 46 citizens. You can use food caravans to fill the food box to add extra citizens, but legally you can only have up to three food routes. Using the Food Caravan Trick I've heard about people getting a city up to 128 citizens.

EDIT: my mistake - 127...
 
Stegyre, I don't disagree with you that it's unrealistic, but I think that had they taken everything in reality into account when making the game, we wouldn't be here today. The most beautiful thing with Civ2 is its simplicity, and when making something very complex simple, you lose a lot of details.:)

The easiest way to get it more real is to make your own rule of not selling aqueducts/sewers in cities over 8/12. I never do, even if the city is maxed out.

EDIT: I second ACE?
 
I have been playing Civ since it came out, and I am embarassed to admit, I did not pickup on the idea of selling off sewers and aquaducts once a city maxs out until I read it here a couple of months ago. :o

There is a downside to doing that. If a city is supporting engineer(s), and the engineer is used to build a new city or disbanded, your city will not be able to grow. And by that time in your game, the few coins saved are not important compared to the massive amounts you should be generating by trade.
 
Originally posted by Ace
And by that time in your game, the few coins saved are not important compared to the massive amounts you should be generating by trade.

I agree. One taxman will pay for the mantanince on both improvements (with marketplace), and by that time in the game I have usualy stopped micro managing, it makes the play slightly worse, but I don't care at that point. I also have lux up to 30%, so I don't lose happyness by swiching from entertainers.
 
Originally posted by Ace
I did not pickup on the idea of selling off sewers and aquaducts once a city maxs out until I read it here a couple of months ago.

Granaries aswell right?! Though i'd usually have pyramids by then.

I usually switch support my engineers to a food-for-engineers city when the cities get really big. Previously to that i'll have one or two in each city so that i can maintain growth from WLTCD
 
You could always think of selling off of the water works and sewers as munincipal privatization... (civ2 more like real life every day)
 
"You could always think of selling off of the water works and sewers as munincipal privatization... (civ2 more like real life every day)" - bellisaurius

I like that idea!!!
 
What i like doing is building the pyramids. Later in the game attack a weaker civilization having a lot of cities. After you take over a city, you can sell your granary in every one! It doesn't seem like much but it adds up.
 
I don't normaly build Pyramids. They come at a time when rapid city growth is detrimental. If it came around mid-game, I would be more inclined to build it (just a little). Late game, if I need a grainary, I build it. I usualy have Asmith and it is for big cities that cannot celibrate anymore. Celibration takes away from most of the desire, and with celibration, you never grow into riot. Pyramids are good for lots of small cities that need to get to size 3. Capture it, don't build it.
 
Once you are sure that you've capped off a city's growth, or at least for an extended period of time, by all means sell these off. On a global scale, selling them all can mean mucho $$, and a big difference in your end score. I am sure to do this whenever I notice, making sure no settlers are supported in that city.

I rarely build the pyramids too - granaries aren't too useful except at size 1-3 with the style I play. Late game I am sure to nail the city that has it, or build it, though, since that is when I really start pumping out the new cities for score (in gotm) and having a granary right off without having to purchase it is very useful.
 
Originally posted by bellisaurius
You could always think of selling off of the water works and sewers as munincipal privatization... (civ2 more like real life every day)
Not in a communism, of course. ;)
 
Originally posted by Prof. Garfield
Not in a communism, of course. ;)

In the case of communism it would be that some influential party member would dismantle the systems, sell the raw materials, line his pockets, and then get 400 laborers to serve as a replacement (with 30 shovels and 10 buckets to be shared by all of them).
 
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