number of scienists capped at 16???

BaconLad

Chieftain
Joined
Apr 14, 2008
Messages
97
Location
Manchester/England
i dont know if this is just the ps1 version or all?

but does anyone know why?

is there any point to growing a city beyond size 36? as all youll get is a conga line of elvis's... <--- correct me if im wrong but i dont think the king has any effect on your science output...
 
All citizens after a city has reached size 36 are entertainers. As Ace said, the only benefit to growing a city larger than that is for your final score. Possibly an Elvis or two can have a postive effect on your happiness, but if you've reached size 37 you shouldn't need them.
 
I found this very annoying.
 
All citizens after a city has reached size 36 are entertainers. As Ace said, the only benefit to growing a city larger than that is for your final score. Possibly an Elvis or two can have a postive effect on your happiness, but if you've reached size 37 you shouldn't need them.


The extra Elvi from going beyond size 36 do not actually add to the luxuries. They are just drones. This is true in my game at deity level and if it is a bug then I am not particularly happy about that.

Also, the number looks to be the number of workable squares surrounding the city plus 16, so if you have cities close together you can find that your useful citizens (workers plus beneficial specialists) my be quite a bit lower than 36.
 
I doubt that the extra Elvii are actually drones. Remember that any city can only benefit from 2xpopulation goblets. If you already have luxuries equal to that number, adding more will have no further effect.
 
True, but past size 40 it doesn't matter anyway, because all specialists are considered content even if luxuries would affect them. I don't usually get my cities that high, unless I capture them and wait for them to starve down (Deity plus three).
 
I doubt that the extra Elvii are actually drones. Remember that any city can only benefit from 2xpopulation goblets. If you already have luxuries equal to that number, adding more will have no further effect.

When I set my luxury percentage to zero and the 16 specialists to taxmen then I have zero goblets in a size 70 city with 34 drone Elvi.
The city starts with all 20 workers unhappy and checking the happiness display shows that there is no adjustment for luxuries to make even one of them content.

As I said before, if it is a bug then I find it annoying to have to have a 20% luxury rate and 5 specialist Elvi to keep everybody happy in a city that would have otherwise been fine with only the 34 drone Elvi actually working.
 
Another reason i will celebrate beyond size 36 is to reserve the right to build future engineers without ever dipping below 36, often times being pre-explosives at this stage.
 
Another reason i will celebrate beyond size 36 is to reserve the right to build future engineers without ever dipping below 36, often times being pre-explosives at this stage.

Your cities reach beyond size 36 before explosives is available???
Is this acheived with the use of food caravans? I dont usually max my cities untill there fully developed (road, irrigated/farmed grassland).

Also, I usually have explosives available very early, probably too early to evan think about maxing cities. Do you leave explosives and persue other techs?
 
Wild Pony plays multiplayer with 2x resource production. I imagine this is how he achieves size 36 before engineers.
 
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