December 16, 2001, 19:00
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#1
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Settler
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
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Cities stuck at population of six??
Hello all!
I just started playing a game, and my cities seem to be stuck at a population of six. I'm generating tons of food (irrigated flood plains), but my cities aren't growing anymore. I've read through the rulebook looking for the reason, but no luck. I'm sure I'm overlooking something basic, but I'm a newbie, and though I've tried, I can't seem to find the answer. Can anyone clue me in as to what's happening?
Thanks very much in advance!
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December 16, 2001, 19:01
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#2
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Deity
Local Time: 04:35
Local Date: November 1, 2010
Join Date: May 1999
Location: Between Coast and Mountains
Posts: 14,475
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build aquaducts !!!
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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December 16, 2001, 19:04
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#3
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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either that or build the cities next to rivers.
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ACS - Technical Director
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December 16, 2001, 19:08
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#4
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Deity
Local Time: 04:35
Local Date: November 1, 2010
Join Date: May 1999
Location: Between Coast and Mountains
Posts: 14,475
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well that is good advice when starting the game but too late for our current poster who wants to expand his current citys
__________________
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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December 16, 2001, 19:15
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#5
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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But isn't the governor supposed to pop up and tell you that City X need building Y to grow bigger then Z (if Y is invented)?
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ACS - Technical Director
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December 16, 2001, 19:20
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#6
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by Rasputin
well that is good advice when starting the game but too late for our current poster who wants to expand his current citys
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Well, if I want to I can edit the map I play on.
It just involves some HEXing, in combination of use of disabled features in C3CT .
__________________
ACS - Technical Director
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December 16, 2001, 21:04
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#7
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Prince
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Scotland
Posts: 389
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Quote:
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Originally posted by Gramphos
But isn't the governor supposed to pop up and tell you that City X need building Y to grow bigger then Z (if Y is invented)?
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It only does that after you have researched the prerequestite advances for building Y. (It'd be kinda annoying otherwise.)
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December 17, 2001, 02:06
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#8
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Settler
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
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Thanks much, everyone!
I suspected that it might be the need for aquaducts... Had thought that I would get a message about needing them, but I haven't researched construction yet. This is the first time I've made use of irrigated flood plains, and I guess my cities grew faster than they have before. Didn't realize the need for aquaducts kicked in so soon.
I guess I could have researched this one myself... but it's cool to be able to ask a question and get an assist from the community. Thanks again for all the help!
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December 17, 2001, 02:58
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#9
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by GodSpawn
It only does that after you have researched the prerequestite advances for building Y. (It'd be kinda annoying otherwise.)
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What about an option "Finish current research, then research building Y, then finish current building in city, then change to aqueduct." (Of course only to be asked once).
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ACS - Technical Director
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December 17, 2001, 08:41
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#10
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Prince
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Scotland
Posts: 389
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Dunno how that would work in practice. You might be several steps away from developing the required building (hospitals come to mind). In the meantime, you would have time to build several different things in the full cities. I think the simplest option (what the game does currently) is the best in this particular case.
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December 17, 2001, 08:55
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#11
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King
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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One question, please: what exactly did you do to turn off the Domestic Nag?
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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December 17, 2001, 12:41
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#12
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Chieftain
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 94
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Re: Cities stuck at population of six??
Quote:
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Originally posted by Nick Yeast
I'm sure I'm overlooking something basic, but I'm a newbie, and though I've tried, I can't seem to find the answer. Can anyone clue me in as to what's happening?
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Below-blet: Also, you might wanna go to preferences, and select tutorial option ... that might help
Heads up: Next city limist is 12 - you need a Hospital (available with Sanitation)
Nostalgia: The Aqueduct feature dates back to civ1, doesn't it?
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December 17, 2001, 13:16
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#13
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Re: Re: Cities stuck at population of six??
Quote:
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Originally posted by Mokael
Nostalgia: The Aqueduct feature dates back to civ1, doesn't it?
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Yes it does, but the limit has been decreased with each game. In civ1 it was 10, civ2: 8 civ3: 6.
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ACS - Technical Director
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December 17, 2001, 13:38
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#14
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Chieftain
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 94
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... and didn't civ2 had Sewer Systems instead of civ3's Hospital? Ah, the joy of good old civs ...
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December 17, 2001, 13:41
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#15
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Technical Director
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by Mokael
... and didn't civ2 had Sewer Systems instead of civ3's Hospital? Ah, the joy of good old civs ...
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So true, and civ1 had nothing more.
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ACS - Technical Director
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December 18, 2001, 00:28
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#16
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Settler
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
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Re: Re: Cities stuck at population of six??
Quote:
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Originally posted by Mokael
Below-blet: Also, you might wanna go to preferences, and select tutorial option ... that might help
Heads up: Next city limist is 12 - you need a Hospital (available with Sanitation)
Nostalgia: The Aqueduct feature dates back to civ1, doesn't it?
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Hey, actually, the tutorial is sounding like a good idea! Anything to keep from reading the manual for as long as possible...
I appreciate the head's up.
Wouldn't know about civ 1... the last civ I played was Civ 0, the original analog (board) version. And what I wouldn't give to get my hands on a copy nowadays, too!
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December 18, 2001, 08:20
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#17
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Local Time: 05:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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Quote:
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Originally posted by Libertarian
One question, please: what exactly did you do to turn off the Domestic Nag?
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I wish i knew how to do this too.
And also the "Zulus have declared war on ......" messages between turns.
I wouldn't mind the large waits between turns on huge maps if i could just leave it running, and come back 5 min later when its waiting for my turn. But no. Those declarations of war and going back to peace absolutely need a pop-up to inform me of it, even though they are on the other side of the world, and declaring war on someone else also on the other side of the world.
This forces me to *wait* between turns just to close these annoying windows. A preferences option would be nice for this and the 'Domestic Nag'
__________________
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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