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If the graphics are nit done right it will hit a critical error. Also if your missing part of a graphic for that unit (for example a pic in the civilopedia) then the game will shut down. Creating units takes alot of time and is full of micromanagement in order to get the game working perfectly.
 
Can anyone tell me why on occasion I'll chop a forest and the current build time for an improvement in that city will increase? I haven't noticed anything in particular that would cause this. Example: in my latest game, I was building a courthouse and as a forest chop completed, the build time went from 36 to 44 turns.
 
That's not possible from the forest chop. More likely something happened to your corruption factor. Did you settle a town that turn? If you did and it was closer to your capital/FP than the courthouse town, you could have lost a shield of production there.

Edit: I can't make the math work, though. You don't happen to have a save or a screenshot, do you?

Renata
 
Did you settle any cities, increasing corruption? Or maybe the auto-governor made some entertainers? I can't think of any reason a chop would increase production time.
 
Did the population of the city increase as well ... because as soon as the pop changes - the tiles in the city radius which are worked change as well, and usually to have the greatest food production
 
The build time can easily increase if you have a citizen working the forest that gets chopped.

If you had 36 turns to go with 4 spt = 144 shields.
-10 from chop and 3 from city = 131 shields.

131 / 3 spt = 44 turns.
 
That's a really expensive courthouse. :)

Renata
 
It could of been the loss of the forest tile. If it had a bonus resource on it and the forest went away then the number of shields that square produces would of went down. If it was a small town than the number of total shields produced would drop significantly.

You might have also lost a luzury on that turn which would reduce production as the governer compensates. You could have depleted a strategic resource in the city area that would reduce the number of shield prov\duced of that tile.

You could have originally in a "we love the king-like-thingy day" abd then it ended. Production would have gone back to normal and kess shield would have been produced.
 
Thanks for the imput, folks. I'm pretty sure I was not in a WLTKD but could well have had a citizen working that tile. I didn't build any cities nearby in that turn. I have had this happen to me several times in the past...probably an MM foul-up. Unfortunately, I don't have the save but I'll keep an eye out for another occurance.

edit: It was a small and corrupt town. I'm not positive that I gave you the exact change in turn # to completion, but it's close.
 
First, I'd like to say thanks for all of the helpful advice I've gotten from this thread. I'm sometimes not the best at saying "Thank You" to those that help me so if I've overlooked you in the past :thanx:

Now for the question:
I'm currently playing a game as the English, Regent Level, Conquests and often find myself with techs to broker. The only problem is that everyone's always broke...seems they're spending all their budget on research (not that fast at this level, really). Is there any way to get them to focus more on they're economy and less on the research so I can sell them the techs?

Thanks in advance!
 
One trick that's been done before is to road their land for them, after you've roaded yours. However, that takes time and YOUR resources, not theirs. I find the AI has gpt to give once it leaves Despotism, and usually enters Republic. So once they get Marketplaces and Republic/Monarchy, the usually will have gold to spare. On Regent, and levels of Monarch and below (sometimes Emperor too), self-research is effective as you can outresearch the AI. Tech brokering is effective when you want to focus more on war, and less peaceful-builder's type game.
 
@Tman,
Sometimes you need to "prime the pump". Give them some luxuries for free or for cheap. This will allow them to have more happy people and thus a larger economy. When they finish their next tech you might be able to get some GPT from them when they adjust.

Note: the AI will not usually pay GPT until they are out of Despotism.
 
JackRules said:
Can anyone tell me why on occasion I'll chop a forest and the current build time for an improvement in that city will increase? I haven't noticed anything in particular that would cause this. Example: in my latest game, I was building a courthouse and as a forest chop completed, the build time went from 36 to 44 turns.

This happens to me all the time... Remember if and when you chop forests they produce 2 shields.... which effects production... if it on plains you will be replacing it with one shiled production and if it is just grassland there will be no spt from that tile. Hence if you have 20 turns left on the current build and chop the forest (barring corruption effects) you just lost 40 shields that were going into that build...for a measly 10 imediate shield production....

I just wish there was a way to figure where the shields were going to go b4 the chop completion... if it is in the middle of two cities I have noticed that sometimes it will give the shields to one city more than another...

My advice.... always have a bonus grassland (mined as soon as chop completes) nearby to replace a forest if you are chopping and want to maintain production levels...

Hope this helps.... ;)
 
I have a quick Q for anyone out there that might have some insight.... I've never really used the MP value of my soldiers in towns and have just recently tried to get a better handle on this effect... If I understand things correctly you can only have a set number of MP units in a town and get the bonus +content people depending on the max allowed MP value for your govt.... right? ie... 0 for republic... 3 for monarchy....etc...
I was also wondering how the MP value effects border cities that are next to civ's with a dramatically better culture... Any advice would be gr8....

thanks.... :)
 
GorfTheWanderer said:
I just wish there was a way to figure where the shields were going to go b4 the chop completion... if it is in the middle of two cities I have noticed that sometimes it will give the shields to one city more than another...
Dianthus had a better-looking picture to show this, but I can't find it, so I'll just post my own. It will search for an acceptable city around the forest starting on the NE tile in the order shown.
 
GorfTheWanderer said:
I have a quick Q for anyone out there that might have some insight.... I've never really used the MP value of my soldiers in towns and have just recently tried to get a better handle on this effect... If I understand things correctly you can only have a set number of MP units in a town and get the bonus +content people depending on the max allowed MP value for your govt.... right? ie... 0 for republic... 3 for monarchy....etc...
That's correct.

I was also wondering how the MP value effects border cities that are next to civ's with a dramatically better culture... Any advice would be gr8....

thanks.... :)
Garrisoned units reduce the flip chance, but it often takes too many units to lower it enough (I believe I've seen over 100 units to reduce it to 0%). Here's the flipping formula.
How many units do i need to suprpess a culture flip?the full formula (this is from Sorenson, who is responsible for this programming):

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreignors, with resistors counting double
T = # working tiles under foreign control (out of the max of 21, no matter what the cultural boundaries are atm)
Cc = 2 if foreign civ has more local culture than you, 1 otherwise
H = .5 for WLTKD, 2 for disorder, 1 otherwise
Cte = Total culture of the foreign civ
Cty = Total culture of your civ
G = # garrison units
D = factor based on relative distance to capitals

Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)

As you can see there is a nice set of extra factors there. Now when you take a city Cc is likely to be 2 for a long while. And then there is the culture ratio. And this is a true ratio so it could be 1.1:1, 2:1, 5:1 depending on how much culture each of you has.
 
GorfTheWanderer said:
I just wish there was a way to figure where the shields were going to go b4 the chop completion... if it is in the middle of two cities I have noticed that sometimes it will give the shields to one city more than another...
An addendum to Tim's chart: In order to direct the "10-shield chop bonus" to the desired city, when 2 cities are the same number of squares from the forest AND the bonus will go to the "wrong city" ABC, change ABC's production to Wealth or Wonder (Small or Great) thus causing the bonus to go to the other city. So, with good MM, chopping forests is a precise science! (viz. you know exactly where the trees will fall! :lol: )

P.s. It also doesn't matter if the forest is outside your cultural border, you still get 1-time bonus shields. :)
 
But what if you have a right of passage agreement with someone and you chop trees in their territory. Would it go to you or them if you are allied. Doesnt seem fair that it would go to you but they shouldnt get the fruits of your labour. Its jus like he problem of automated workers building roads in some elses territory.
 
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