Shield and Mine

Psyche

Chieftain
Joined
Apr 12, 2005
Messages
9
I have only played civilization3 for a few time, and I haven't really mastered the game. Recently I face a few problems:
1. While building Leornado Workshop, I switch the wonder to Coppernicus Observatory. Shields are wasted, and the production become slow. Is there anything I can do to recover this?
2. I build mine in every square on my city square but there aren't really any big different. Why?
3. What should I do to get more shield?

Thanks in advanced.
 
1. I don't know what you're talking about
2. Perhaps corruption eats shields
3. Get rid of corruption (if that's the problem) Tho it's quite impossible to cities what are far away from capital.
 
Well, for the disappearance part: Leo takes 600 shields and Cop only 400. If you had like 500 shields, the 500-400 are lost.

777 is probably right with his comment about waste. Is it a remote city? What govt are u in?

Increase shields: reduce waste, mine, railroad, factory, power plant, manufacturing plant, offshore platform
 
The_Unforgiven said:
Well, for the disappearance part: Leo takes 600 shields and Cop only 400. If you had like 500 shields, the 500-400 are lost.

Oh that, didn't think about.

Increase shields: reduce waste, mine, railroad, factory, power plant, manufacturing plant, offshore platform

Even this may not wotk in the worst parts of civilization and IMO those imps aren't just worth of few shields, kind of wasted money. If player have C3C it's more wiser to assing civil engineers. Thems are quite handy :)
 
777 said:
Even this may not wotk in the worst parts of civilization and IMO those imps aren't just worth of few shields, kind of wasted money. If player have C3C it's more wiser to assing civil engineers. Thems are quite handy :)

True, I just listed all the options, but forgot about those. I agree with you on the worth of a factory analysis as well. Weigh upkeep and building costs against shield per turn gain.
 
If Psyche had built a load of new cities between starting and finishing the wonder, the corruption to that city would have increased a lot I guess.
 
Well, it isn't because of corruption. For example, I build a settler, and my villager and shield dissapear. It will only regrow after the population increase. I also build a lot of mine, but the shield doesn't increase. The government I used in despotism.
 
Psyche said:
Well, it isn't because of corruption. For example, I build a settler, and my villager and shield dissapear. It will only regrow after the population increase. I also build a lot of mine, but the shield doesn't increase. The government I used in despotism.
I'm not entirely sure, but what you seem to be saying is that after building a Settler, your shield production drops significantly? This is normal, because building a settler "costs" (in addition to a certain number of shields) two population points (to represent the people leaving the city to settle elsewhere). Since shields (and food, and trade) are produced by citizens of a city working the surrounding land, losing two citizens means that two tiles less will be worked, and obviously your production will diminish.

This is one of the challenges of expansion - balancing the growth of your cities with the need to build settlers to expand your empire. In a nutshell, you are trying to build one or two of your initial cities in such a location that they can regrow quickly after building a settler, and so allowing you to build settlers as quickly as possible. This needs both a large food surplus (so one or two tiles with lots of food production, eg floodplains) and a good number of shields (so you can produce your settlers at a good rate, so some hills or forests). If you get it right, these one or two cities can continually pump out settlers, letting the rest of your cities concentrate on other things.

Note that building a worker costs you one population point, while building any military unit, improvement or wonder costs you no population.
 
Indeed a somewhat vague description of the problems at hand.
So the usual answer is "it depends". Or maybe even "size does matter", but that... depends.;)


1. The completion of a Great Wonder never ever slows down the production capabilities of cities. If anything, it's the opposite.
2. Good. Out of the door, line on the left, one cross mine each.
One mined square must be actually worked by one citizen to get the shield benefit. If you have more mines than citizens, you gain nothing from those not worked mined squares. It's just a square deal so to speak.
3. Could be related to 2. As banal as it sounds, size could matter. And if the fuss about size was wrong, the problem is most often solved by adjusting the fine tuning.:)

And welcome to CFC! :band:
 
One mined square must be actually worked by one citizen to get the shield benefit. If you have more mines than citizens, you gain nothing from those not worked mined squares.
Look at the city-view. If there's no citizen working some of your mined tiles, as Grille says, you're not getting any benefit from mining those tiles. Don't waste your time developing more tiles than you have citizens available to work them.
 
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