The city screen

Perhaps the tax sliders merely represent another level of specialisation for a city? i.e. you will still set the amount of income-at the national level-that you wish to apply to science, culture/happiness and general revenue. However, what if you have a city which is at the heart of a number of trade routes, earning lots of money? Well, you may decide that you want it to contribute less of its earnings to science and culture, and more to general revenue. So, wheras your empire might be a 60:30:10 split between Science:Culture:Revenue at the empire level, you might set this city to a 40:10:50 split instead-meaning more money for the national coffers.
That is just a guess though, it might simply mean that your national tax sliders are available from any screen!
As for the city growth thing, I can see both sides of the argument, but I think I will just 'wait and see'. I am currently more concerned about the way in which those improvements and wonders are generating culture-totally different from the way in which I thought it was going to work, based on what the developers said in interviews :(. Hope I am wrong about this.

Yours,
Aussie_Lurker.
 
But they dont show the actual, demographical population size (one of my favorite features). For size 11, it should be 660,000.

Here are the rest up to size 20. The formula is:
((Size*(Size+1))/2)*10000 +(1000*Spare_Food)

1 10,000
2 30,000
3 60,000
4 100,000
5 150,000
6 210,000
7 280,000
8 360,000
9 450,000
10 550,000
11 660,000
12 780,000
13 910,000
14 1,050,000
15 1,200,000
16 1,360,000
17 1,530,000
18 1,710,000
19 1,900,000
20 2,100,000
 
I think the aerial view is part of the main game. I remember reading somewhere that you can zoom from planetary view all the way down into the city, and since it si what you see is what you get, then they IS the aerial view of the city! Pretty cool!
 
Looking at this screenshot, something seems to be missing...

I mean, there's no maintenance for buildings anymore or what? :confused:

Antium has a slew of buildings (like 10+) and is paying nothing, not a single gold coin? This is seriously disturbing.
 
I do share your concern (or is that merely confusion ;)) over the issue of improvement maintainance. We know that cities have maintainance costs-irrespective of the presence of improvements. However, we have still to hear about maintainance for buildings OR units. Now, it is possible that it hasn't been mentioned because it hasn't been changed but, if it is changed, then I don't think this is a good idea. It should be pointed out though that few in-game effects for any of the buildings (aside from culture and health) are shown on this screen, perhaps indicating that it was at an 'early build' phase of the games development-before they had decided things like maintainance costs and the like.

Yours,
Aussie_Lurker.
 
Well, it's both concern and confusion :crazyeye:

Your points are valid, yet it seems strange that such a simple aspect of the game has not been implemented yet. From the screenshot, we can see that the civ (or maybe just the city) is running at 90% research and 10% tax, not a lot of money to fund infrastructure, right?

About city maintenace, one of the newer screenies shows a modest (1/gpt) cost.

So there's maintenance for cities and not foe buildings? :rolleyes:

I guess it could be influenced by civic choices, though...
 
City screen, take 2/a
 

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Delurk!

Could the sack of dollars represent 5 coins? Looking at New York, there's a bread icon at in the upper left city square, possibly representing 5 loaves of bread. In the Boston city view there's an anvil in the upper left city square. This could represent 5 hammers. This is not unlikely, as it has copper. The lower right city square of Boston, having gold, would then be producing eight coins.

Looking foreward to the game, btw.
 
nnamrhel said:
Delurk!

Could the sack of dollars represent 5 coins? Looking at New York, there's a bread icon at in the upper left city square, possibly representing 5 loaves of bread. In the Boston city view there's an anvil in the upper left city square. This could represent 5 hammers. This is not unlikely, as it has copper. The lower right city square of Boston, having gold, would then be producing eight coins.

Looking foreward to the game, btw.

Yes that must be it. Counting food, hammers and gold does add up!

Good find!
 
To me it is unlikely that a city (the core tile) would give a single gold while a farm tile or what would give 5... but then, it may turn to be so... (?)
 
Right, those pictures have left me even more confused that before.

For instance, if New York has a -2 health, then why the heck is it still growing-and so fast???
Also, why are maintainance costs so low for both the cities, why does it seem as though all the city improvements have no maintainance costs, and how come the cities are producing so much culture when it seems clear that they have no money allocated to culture???
I confess that a lot of this new info is actually making me a little worried-especially the apparent lack of maintainance costs for city improvements, as I believe it will prove very unbalancing (especially given how low actual city maintainance seems) :(.

Yours,
Aussie_Lurker.
 
I think some people on this forum would sleep much better at the nights if they didn't worry so much over a number of screenshots and somewhat bad written reviews and instead waiting patiently for the game to ship so they can play it for themself and judge it then... :)
 
V. Soma said:
To me it is unlikely that a city (the core tile) would give a single gold while a farm tile or what would give 5... but then, it may turn to be so... (?)

Yeah, I agree it might seem odd. However, the city centre might allways be producing 2/1/1. Also, examining NY in http://www.gamespot.com/pc/strategy/civilizationiv/screens.html?page=117 ,
it does appear that some grassland tile is producing 2/1/7. This could be due to new, commersial tile improvements ("hamlets"? "villages"?) representing for instance suburbs. Some of the improvements on the tiles surrounding the city centre do have the look of like tiny cities. (Sorry if this have been allready covered in other threads)
 
evil_linus said:
I think some people on this forum would sleep much better at the nights if they didn't worry so much over a number of screenshots and somewhat bad written reviews and instead waiting patiently for the game to ship so they can play it for themself and judge it then... :)

Hey, but we love Civ asa game and as a "world of ideas",
so we do care about it and wish it was taken with care...
let these "some people" have their way with it... :)
 
Aussie_Lurker said:
Right, those pictures have left me even more confused that before.

For instance, if New York has a -2 health, then why the heck is it still growing-and so fast???
Also, why are maintainance costs so low for both the cities, why does it seem as though all the city improvements have no maintainance costs, and how come the cities are producing so much culture when it seems clear that they have no money allocated to culture???
I confess that a lot of this new info is actually making me a little worried-especially the apparent lack of maintainance costs for city improvements, as I believe it will prove very unbalancing (especially given how low actual city maintainance seems) :(.

Yours,
Aussie_Lurker.

Well dont forget Washington and New York are main towns, probably the first two for the Americans and Maintenance goes up as the empire grows in number of towns. That could be the explanation for low maintenance here.

If we count food produced we see 41 is being produced (loaf =5). For unhealthiness it mentions -2 food eaten. Why would unhealthy cities consume less food. The opposite seems to be the case and more logical. We would expect 17x2=34 to be eaten. But 36 is being eaten.

We also see in New York only 17 tiles are being worked. Normally we have the city tile and one worked tile for each population.

So the unhealthiness seems to be causing 2 food extra to be eaten and pop to not work a tile.
 
Actually, that absent tile is probably the result of the fact that the player has created a 'Priest' Specialist. This whole healthy/unhealthy thing is confusing, because I seriously thought that being unhealthy would throw a city into population decline-not continued growth.

Yours,
Aussie_Lurker.
 
Perhaps that 17th citizen is the one doing specialist duties over in the box on the right.
 
Aussie_Lurker said:
Actually, that absent tile is probably the result of the fact that the player has created a 'Priest' Specialist. This whole healthy/unhealthy thing is confusing, because I seriously thought that being unhealthy would throw a city into population decline-not continued growth.

Yours,
Aussie_Lurker.
I do think the city will go in decline, but an extra two food eaten will not matter in the beginning to a big city with lots of improvements and well developed tiles


PaperBeetle said:
Perhaps that 17th citizen is the one doing specialist duties over in the box on the right.

That could be what the + and - signs are for. Add specialist to certain category. The one that is there (priest? is probably citizen 17 which can be removed with the "-" symbol.

One question: Where have the religion symbols gone? I guess a lot of changes are being made to the city screen. Even comparing these American ones to the one of Antium.
 
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