What are Granarys?

david1128nova said:
Hi

I see that when i built a granary it says stores 50% food after growth. What does this mean?

thanks


When the city grows in population the food storage box is reset to zero. With a Granary, the food storage is only half emptied, thus helping to speed up city growth. For example: If it takes 30 food to grow a city, a granary will reset the food to 15 after the growth so that only 15 food will be required for next growth instead of the entire 30.

A granary also adds to health points to a city.


A granary is a food storage unit.
 
drkodos said:
When the city grows in population the food storage box is reset to zero. With a Granary, the food storage is only half emptied, thus helping to speed up city growth. For example: If it takes 30 food to grow a city, a granary will reset the food to 15 after the growth so that only 15 food will be required for next growth instead of the entire 30.

A granary also adds to health points to a city.


A granary is a food storage unit.

It worked this way in civ 1, 2 and 3, but in civ 4, they slightly improved upon this concept. Now the granary will store one half of the food from the moment that its construction has finished. This means that if you finished the construction of a granary while at 28/30 food and gain 2 food the next turn, then you'll start the next food box at 1/32 (1 is half of 2 which is the amount of food produced from the moment that the granary has finished construction). As the granary now exists during the next growth cycle, it will store half of the food needed to grow to the next city size and will start the next growth cycle with 16/34 food in the food box (16 is half of 32).

(The change was implemented to avoid the situation in civ 1, 2 and 3 that made it very interesting to finish a granary just before growing to the next city size. Civ 4 was designed to decrease such micromanagement tricks.)
 
drkodos said:
When the city grows in population the food storage box is reset to zero. With a Granary, the food storage is only half emptied, thus helping to speed up city growth. For example: If it takes 30 food to grow a city, a granary will reset the food to 15 after the growth so that only 15 food will be required for next growth instead of the entire 30.

A granary also adds to health points to a city.


A granary is a food storage unit.


^^ What he said, I'm drunk on chardonnay!
 
So, did you guys seldom built granary?

Which kind of city should I built granary? It might bring a new hope on my current game (where some border cities doesn't grow up), as I don't like to built granary. But, if I build pyramid, is it the same as have granary in all cities in continent?

Thanks!
 
If you want the city to grow faster, you build a granary there.

If there is no food surplus, however, it does no good.

And no, the Pyramids don't provide free Granaries. It was Civ 1 ( or was it Civ 2?) where that was their effect. The Pyramids in Civ 4 provide access to all of the "Government" type civics.
 
Roland Johansen said:
Now the granary will store one half of the food from the moment that its construction has finished. This means that if you finished the construction of a granary while at 28/30 food and gain 2 food the next turn, then you'll start the next food box at 1/32 (1 is half of 2 which is the amount of food produced from the moment that the granary has finished construction).

I think this isn't right. I agree that's how it should work. But how it actually does work is that it puts in 1 food for every food you produce, up to the capacity of the granary. In your example, you'll actually have 2/32 next turn. If you build the granary when you're at 15/30, and then grow to size 6, you'll be at the maximum 15/32 carryover.

There's a thread on this somewhere.
 
DaviddesJ said:
I think this isn't right. I agree that's how it should work. But how it actually does work is that it puts in 1 food for every food you produce, up to the capacity of the granary. In your example, you'll actually have 2/32 next turn. If you build the granary when you're at 15/30, and then grow to size 6, you'll be at the maximum 15/32 carryover.

There's a thread on this somewhere.

I just tested it in the worldbuilder and you are absolutely correct. Strange bug. Has it been reported in the bug forum? Was the bug present in earlier versions of civilization 4?
 
zyphyr said:
And no, the Pyramids don't provide free Granaries. It was Civ 1 ( or was it Civ 2?) where that was their effect. The Pyramids in Civ 4 provide access to all of the "Government" type civics.
i know that it was in civ3, but dont know about 1 and 2
 
Roland Johansen said:
I just tested it in the worldbuilder and you are absolutely correct. Strange bug. Has it been reported in the bug forum? Was the bug present in earlier versions of civilization 4?

I think the granary has always worked the same way. I did read a thread about it on CFC, but I can't find that thread now. I don't know whether to consider it a "bug", or just a feature that's not as fully developed as I would like.
 
DaviddesJ said:
I think the granary has always worked the same way. I did read a thread about it on CFC, but I can't find that thread now. I don't know whether to consider it a "bug", or just a feature that's not as fully developed as I would like.

Reading the description of the granary in the civilopedia and considering that this change was implemented to reduce micromanagement, I think it is a bug. The way it works now, it is best to build the granary just before the food box is half full. This is a different kind of micromanagement as in civ 1,2 and 3 where you would like to finish the granary just before a population growth, but it is still micromanagement.

I'll try and find the thread tomorrow and see what has been said in it. Thanks for the info.
 
A granary is an old peoples home, which adds to the research of long forgotten techs.:D
 
Back
Top Bottom