No. The bonus is your city keeps all of its food.vicpoppa said:Just one clarification...
MrCynical mentioned that you get dinged for every net "unhealthiness" you have by -1 food/unhealthy net point.
By the same token do you get any bonuses for being healthy? Say +1 food/healthy net point?
Thanks.
MrCynical said:1) For each net point of unhealthiness (eachthat isn't balanced out by a
) the city gets a penalty of 1 food per turn. Unhealthiness will thus slow your city's growth by reducing its food surplus, and may well cause the city to stagnate.
As I understand it, a striking citizen essentialy just sits there and yells, doing nothing for you but forcing you to use you food and health to support him. Remember also that population (and therefore food and health) is much more valuable then they were in civ3, so you have to be careful in how far you let the citizens go.sweetpete said:I thought that striking citizens were the only penalty for unhelthyness?
Or is that what he meen? And do you get a similar penalty for unhappyness?
Another question, Do you get any bonus from having an extremely happy or healty city?
BUILD COTTAGES.mice said:OK this question might annoy some people, but here goes.
what is the single most important thing i should be doing in this game?
lost_civantares said:As I understand it, a striking citizen essentialy just sits there and yells, doing nothing for you but forcing you to use you food and health to support him. Remember also that population (and therefore food and health) is much more valuable then they were in civ3, so you have to be careful in how far you let the citizens go.
Don't think of it as a citizen doing anything. Just know that your city has a certain health limit, and a happiness limit. These limits are determined by your access to health and happiness resources. If you exceed the hapiness limit, every new citizen born in your city will be unproductive. If you exceed the health limit, you will have 1 food subtracted from your city every turn.sweetpete said:Well yes, but im asking if you get two penalties from unhealtyness, one in the form of citizens on strike that demand food and dont work tile, and one that takes one food per unhealtyface over healtysymbole?
Try a Fin civ like Inca. Build cottages everywhere, especially next to rivers. Don't build farms almost anywhere -- just on wheat, corn, rice, and possibly on a few grasslands in cities that don't have enough food (but they should -- you're building them in the wrong place if they don't have at least 1 good food resource)Nigel1 said:Please help,
Every game i play i seem to end up at the 1900AD with hardly any troops and im still making archers or musketmen..
Surely this cant be correct, im building 4 citys im sure im using enough production squares but for some reason the game ends in 2050AD when i only have war elephants as my most advanced troops.
My play style is to conquer but i just cant bbuild enough troops
You have to work the cottages for them to actually do anything, so they need to be within 2 squares of a city...Nigel1 said:So if i build cottages on land within my borders thats not got the circle around under the City Screen will it still bring in the cash etc??
Or do i have to take the cirlce of production / food within the city screen and have it on the cottages?
thanks again
Psyringe said:The tile "belongs" to the civ which has accumulated the most culture on this tile. So, if you continue to spread more culture on tiles as your opponent does, eventually they will flip to you.
You can see who owns a tile (and how much percent of the total culture on this tile he has) by mousing over the tile. In the lower left you'll then see it's owner and the culture percentage.
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FastWorker said:Any clue as to why some will flip and others won't?
The amount of units in the city also has a very large effect, to the point that if you have enough units in the city, it will not flip even if it is 0%.maltz said:It is largely by luck.![]()