Uneven number of food

aeldrik

from CIV1 to infinity
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I was really hoping they would have found a solution for this very old anoyance, and released it with conquest, but no...
What I am talking about si that once a city has reached its maximum size, it the amount of food available is uneven, it will always grow, and then starve, it gets even worse with the genetics wonders since there it has to starve 2 pop points... as said, this is not a big problem, but it is not realistic, and meaybe should be dealt with...
for Example, why not a new specialist, agricultur, producing one extra food, or raising the food production of a tile by a percentage??
any other solution would also be great....
 
mined plains change the food from 3 to 1 if I am not wrong, forest make also 1 instead of 3 food... only thing working is changing grassland into forest (but what if there is no grassland...), but this still means loosing one point of population more then necessary
 
Mined plains give 1 food, irrigated plains give 2. So mining plains is a good way to get an even number of food.
 
He's talking about late in the game, with maxxed out cities. That means railroads, which in turn means that the difference between mined plains and irrigated plains is 2 food (1f, 3s for mined, 3f, 1s for irrigated).

Some cities, due to the way the terrain shakes out, will always have this problem, I think. It falls under "minor annoyance" for me.

-Arrian
 
Before I let a city starve I will build a settler or worker. When it gets very late in the game and I need neither I will either just let it cycle through the two populations or remove a worker from a 1 food tile. You are money ahead to just let the city cycle though unless it has very high corruption.
 
Pillage a railroad that is on an irrigated tile.

But I use Svar's method. As soon as I see a city starving, I build a worker out of that city. If all terrain is improved, then the worker goes and 'joins' a different city. If all cities are maxed out in size, then I just ignore the starvation and let the city cycle through the growth/starvation process.
 
This is also what I do, just let it go through the process, but honestly, there could/should be a solution, we shouldn't have to use tricks to correct this, there are a lot of well payed developpers behind this game who did an excellent job on most of it, especially on Conquest, I think they should just find a solution (maybe only let cities with 2 extra food grow, or the agriculture specialist, or the old food caravans for CIV2 ...)
 
I seem to be one of the few people who like cities pulling one extra food: maxed out cities with an even amount of food tend to starve from time to time because of pollution...so I'd rather have a city pulling one extra food and build a worker every 60 turns than a city that is unable to remain at its max size due to pollution.
they should really change the way pollution works, btw. It is not strong enough to change one's strategy...all it does is adding more tedium to the game.
 
If you think this is bad you should try building the Longevity wonder some time.
 
I usually do.... I know how it ends when you have it...
to all, please bring in some logic, is it logic for a city to increase its population when there is not enough food??? The Longevity wonders needs improvement
 
Originally posted by aeldrik
sorry guys, but pillaging my own railroads doesn't sound to me like a great solution, it will work, but also means loosing commerce....

RRs do not add any commerce -- they add an extra shield or food if the tile is mined or irrigated, respectively, and they provide infinite movement but do not add commerce at all.
 
If they changed it so cities that if grown have negative food don't grow that could work. It makes sence too. I city should grow, shrink, grow, shrik, etc.
 
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