Thread Tools
Old December 16, 2001, 19:00   #1
Nick Yeast
Settler
 
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
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!
Nick Yeast is offline  
Old December 16, 2001, 19:01   #2
Rasputin
lifer
DiploGamesThe Courts of Candle'Bre
Deity
 
Rasputin's Avatar
 
Local Time: 04:35
Local Date: November 1, 2010
Join Date: May 1999
Location: Between Coast and Mountains
Posts: 14,475
build aquaducts !!!
__________________
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
Rasputin is offline  
Old December 16, 2001, 19:04   #3
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
either that or build the cities next to rivers.
__________________
ACS - Technical Director
Gramphos is offline  
Old December 16, 2001, 19:08   #4
Rasputin
lifer
DiploGamesThe Courts of Candle'Bre
Deity
 
Rasputin's Avatar
 
Local Time: 04:35
Local Date: November 1, 2010
Join Date: May 1999
Location: Between Coast and Mountains
Posts: 14,475
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
Rasputin is offline  
Old December 16, 2001, 19:15   #5
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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)?
__________________
ACS - Technical Director
Gramphos is offline  
Old December 16, 2001, 19:20   #6
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Quote:
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
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
Gramphos is offline  
Old December 16, 2001, 21:04   #7
GodSpawn
Prince
 
GodSpawn's Avatar
 
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Scotland
Posts: 389
Quote:
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)?
It only does that after you have researched the prerequestite advances for building Y. (It'd be kinda annoying otherwise.)
GodSpawn is offline  
Old December 17, 2001, 02:06   #8
Nick Yeast
Settler
 
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
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!
Nick Yeast is offline  
Old December 17, 2001, 02:58   #9
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Quote:
Originally posted by GodSpawn
It only does that after you have researched the prerequestite advances for building Y. (It'd be kinda annoying otherwise.)
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).
__________________
ACS - Technical Director
Gramphos is offline  
Old December 17, 2001, 08:41   #10
GodSpawn
Prince
 
GodSpawn's Avatar
 
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Scotland
Posts: 389
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.
GodSpawn is offline  
Old December 17, 2001, 08:55   #11
Libertarian
King
 
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
One question, please: what exactly did you do to turn off the Domestic Nag?
__________________
"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
Libertarian is offline  
Old December 17, 2001, 12:41   #12
Mokael
Chieftain
 
Mokael's Avatar
 
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 94
Re: Cities stuck at population of six??
Quote:
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?
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?
Mokael is offline  
Old December 17, 2001, 13:16   #13
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Re: Re: Cities stuck at population of six??
Quote:
Originally posted by Mokael
Nostalgia: The Aqueduct feature dates back to civ1, doesn't it?
Yes it does, but the limit has been decreased with each game. In civ1 it was 10, civ2: 8 civ3: 6.
__________________
ACS - Technical Director
Gramphos is offline  
Old December 17, 2001, 13:38   #14
Mokael
Chieftain
 
Mokael's Avatar
 
Local Time: 18:35
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 94
... and didn't civ2 had Sewer Systems instead of civ3's Hospital? Ah, the joy of good old civs ...
Mokael is offline  
Old December 17, 2001, 13:41   #15
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Quote:
Originally posted by Mokael
... and didn't civ2 had Sewer Systems instead of civ3's Hospital? Ah, the joy of good old civs ...
So true, and civ1 had nothing more.
__________________
ACS - Technical Director
Gramphos is offline  
Old December 18, 2001, 00:28   #16
Nick Yeast
Settler
 
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Oklahoma
Posts: 9
Re: Re: Cities stuck at population of six??
Quote:
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?

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!
Nick Yeast is offline  
Old December 18, 2001, 08:20   #17
Skanky Burns
Alpha Centauri Democracy GameACDG The Cybernetic ConsciousnessC4DG Team Alpha CentauriansApolytoners Hall of FameACDG3 Spartans
 
Skanky Burns's Avatar
 
Local Time: 05:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
Quote:
Originally posted by Libertarian
One question, please: what exactly did you do to turn off the Domestic Nag?
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).
Skanky Burns is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 14:35.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team