July 12, 2002, 09:14
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#1
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Prince
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Essen, Germany
Posts: 331
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City from size 1 to size 20 in about 16 turns
That isn't possible? I use this trick (not a cheat!) often, when I've got SoL and Fundi and enough money:
Found a city - size 1.
Let 7 settlers go into this city - press b - size 8!
The other cities will substitute the lost settlers by rush buying and incremental buying. Let three cities build defensive units for garrison duty in the new city.
So you can have a new city of size 8 every 3-5 turns, if you want (if you have enough cities and enough room to expand).
Have your cities celebrating -> lux rate about 20%
Rush build an aqueduct, and if available, a sewer system.
So you can have a size-20-city in 13-16 turns.
I'm not sure if that was known to this forum. If so, forgive me, please.
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July 12, 2002, 13:50
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#2
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Just another peon
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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This is common in points 'record setting games' late in the game if you didn't get all your cities down fast enough.
If you want the quick "big" city in regular games, it's usually just three settlers and celebrate from there since it's a more effecient use of resources.
In MP games it's just two settlers, so one can be an elvis to combat the unhappiness with lots of cities in deity.
But it is common to use settlers to get those gold mountain cities up to three so celebrating can begin.
RAH
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The OT at APOLYTON is like watching the Special Olympics. Certain people try so hard to debate despite their handicaps.
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July 12, 2002, 18:32
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#3
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King
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Since the game increases population afterl food box full then consider happiness, it may be possible to get a city to increase 2 pops per turn, one by sending food caravans, another by WLTKD. Just a thought.
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July 12, 2002, 20:17
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#4
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King
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Ad Rock
Posts: 2,665
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Quote:
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Originally posted by rah
RAH
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/threadjack ON
New avatar, Rah? A schism within the Muppet ranks?
/threadjack OFF
I tend to celebrate my cities rather than add settlers to grow 'em. Being a rep/demo addict in the mid game, this always seems cheaper than rushing settlers (or food caravans) in fundy. To say nothing of it being less work doing all that incremental buying (A not insignificant consideration in my gigamap games).
The only times I add settlers to grow a city are unusual situations where a city is growing too slowly to work a special (e.g. building on desert) or to quickly increase a SSC or STC's size. It's nice to have two big trade cities in games where the AI isn't building big cities under representative governments.
STYOM
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"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
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July 12, 2002, 20:22
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#5
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Emperor
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Quote:
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Originally posted by Xin Yu
Since the game increases population afterl food box full then consider happiness, it may be possible to get a city to increase 2 pops per turn, one by sending food caravans, another by WLTKD. Just a thought.
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Sorry, Xin, been there, tried that, and didn't get the Tshirt - you can't successfully combine food caravans and celebration - or to be more accurate... I I can't combine food caravans and celebration - can your devious mind come up with a solution?
SG[1]
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July 13, 2002, 21:43
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#6
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Emperor
Local Time: 21:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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The biggest problem is that after you grow via food you workers get moved from high trade tiles in preference for high food tiles. It might work if you can crowd the city with workers from neighbor cities, leaving the computer no choice where to put its workers. But then the cities are so close that growing twice in one turn would just be a footnote.
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(='.'=) Sponsored by the National Smurfmeat Council
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July 14, 2002, 02:42
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#7
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King
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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Re: City from size 1 to size 20 in about 16 turns
Quote:
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Originally posted by ramses II.
I use this trick (not a cheat!) often, when I've got SoL and Fundi and enough money:
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Do YOUR cities grow when celebrating in Fundy?
I guess you must be using a mod designed by SG1  .
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July 14, 2002, 03:56
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#8
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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The natural growth and WLT*D celebration doesn't work either when trying to grow two pop points in one turn...i imagine the game can only handle growth spurts of more than one per turn via add settler as all other attempts to do so have failed for me.....
even primed cities don't grow twice in one turn...which to me seems odd.....your city grows naturally from size three to four, even when celebrating at size four it won't go to five in the same turn.....
anyone know the "real" reason why this happens , or if i am doing something wrong , by all means enlighten me.....
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Boston Red Sox are 2004 World Series Champions!
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July 14, 2002, 05:58
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#9
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Emperor
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Like the new avatar, Warz - big smile playing golf?
SG[1]
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July 14, 2002, 13:09
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#10
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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Quote:
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Originally posted by Scouse Gits
Like the new avatar, Warz - big smile playing golf?
SG[1]
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SG(1) i came across a smilie site....this was a happy smiley......i wanted a new avatar when i saw rah changed his....but since i have no clue how to make images smaller, i used a smiley...
i would love a boston red sox logo...but alas....i am unable to shrink these things
__________________
Boston Red Sox are 2004 World Series Champions!
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July 14, 2002, 13:14
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#11
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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Quote:
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Originally posted by War4ever
SG(1) i came across a smiley site....this was a happy smiley......i wanted a new avatar when i saw rah changed his....but since i have no clue how to make images smaller, i used a smiley...
i would love a boston red sox logo...but alas....i am unable to shrink these things
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__________________
Boston Red Sox are 2004 World Series Champions!
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July 14, 2002, 16:19
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#12
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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.
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July 14, 2002, 20:19
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#13
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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Smash if you were female i would give you a big kiss......nothing like a fellow vancouverite helping out his mates
__________________
Boston Red Sox are 2004 World Series Champions!
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July 15, 2002, 01:01
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#14
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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If I was female,I'd be a lesbian
this one should be transparent
free online gif editor
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July 15, 2002, 02:54
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#15
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King
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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Patrolling the sky very far away from Vancouver, I would be very happy if someone could explain the link between Boston and the great British Columbian city.
(maybe also red socks?)
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July 15, 2002, 03:56
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#16
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Prince
Local Time: 20:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 717
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Back on topic: in my current game I just verified that a city WILL gain two citizens in a turn if the food box is naturally full and if the city is still celebrating after addition of that new citizen. There certainly didn't seem to be any trick to it. And I can't see any reason why it wouldn't also work if it was a food caravan that filled the box.
This is with 2.42.
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July 15, 2002, 05:21
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#17
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Emperor
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Quote:
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Originally posted by debeest
Back on topic: in my current game I just verified that a city WILL gain two citizens in a turn if the food box is naturally full and if the city is still celebrating after addition of that new citizen. There certainly didn't seem to be any trick to it. And I can't see any reason why it wouldn't also work if it was a food caravan that filled the box.
This is with 2.42.
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Bizarre - this has never happened for me - and I have been watching, could you give some more details, such as size before and after, excess number of sheafs etc?
Smash, Warz, " Vancouvente"???
SG[1]
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July 15, 2002, 10:21
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#18
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Emperor
Local Time: 21:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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Better yet, save files.
Excess number of sheafs? Doesn't matter, because once the box is full the city grows next turn even if you switch it to deficit sheafs. As long as you have 1 excess Rep/Dem happiness growth is active. Additional sheafs are irrelevant, right?
__________________
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(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
Last edited by Straybow; July 15, 2002 at 10:26.
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July 15, 2002, 11:27
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#19
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Prince
Local Time: 06:11
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Paris, France, Europe
Posts: 554
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Quote:
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Originally posted by debeest
I just verified that a city WILL gain two citizens in a turn
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I vever see that in my games.
But I sometimes have seen that AI cities seem to grow at a amazing rythm, with more population that the number of turn allowing it !
__________________
JCP
Paris, FRANCE
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July 15, 2002, 14:41
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#20
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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At first thought I'd say that can't be possible.What happens for me is the growth from "we love" comes first which then changes the size of the food box making it impossible to fill up naturally.
It is Vancouverite.Or Vancouverites.
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July 15, 2002, 16:43
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#21
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Emperor
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Oh I see Smash - my old eyes failing me again ...
That's why I asked about the number of excess sheaves - just possibly??????? if you have enough sheaves to refill the expanded box ???????????
SG[1]
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July 15, 2002, 17:36
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#22
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King
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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I think the sequence is: natual population growth first, then check flags for WLTKD/riot from the previous turn, then calculate production (food, shield, trade), then check happiness for this turn and set new WLTKD/riot flags. So at least theoretically it is possible to grow by 2 within the same turn.
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July 18, 2002, 19:50
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#23
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Prince
Local Time: 20:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 717
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Dear me. I would have sworn that I had verified that it worked, but when I reload that game.sav, it generates the new citizen from the food box into forest, causing it to be unhappy. I must retract my claim, although I still feel certain that it would work. I gain great confidence from the fact that Xin Yu agrees. Perhaps I'll find time to cheat-generate a city that will do it.
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July 18, 2002, 19:56
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#24
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King
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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you can leave the best square (irrigated grass, wheat, etc.) blank and put other citizens where you want them. This way you won't have any surprise -- the new citizen will surely go there.
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July 18, 2002, 21:35
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#25
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King
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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You CAN grow 2 pop per turn. Attached the saved file. Just deliver the freight to the city, then wait for the next turn, it will grow from 9 to 11.
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July 18, 2002, 23:34
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#26
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Emperor
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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Well,I'll be damned, its true.Could be quite useful in early landing attempts.
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July 19, 2002, 11:22
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#27
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Chieftain
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Europe
Posts: 40
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DOUBLE GROWTH
Interesting topic. I'll type something up about the details as far as I've discovered (version 5.4.0f) after wondering why some of my cities were increasing by 2 citizens per turn (at times) a while back.
The net effect is that normally, people probably don't notice "Natural" double growth, as the conditions are not too common unless you generate large amounts of excess food in Republic or Democracy. BTW, the game does not care where the excess food comes from (natural or food caravan/freight) to fill a food box.
This is how this works, including the basic algorithm. The actual sequence may seem somewhat complicated...
Double growth (Add 2 citizens in one turn) can occur two ways:
1. "Naturally", with Filling food box and being in Dem/Rep + celebration growth condition.
2. With the help of 1 (or 2) Food Caravans/Freights (Car/Frt).
Variable Definitions:
S - Size of city, initially.
E - Excess Food Supply.
F - Food box contents (# of food icons) at size S.
Sequence:
1. Check food box: is it full? If yes, complete 1a - 1c:
1a. Increase the Pop by one (add one citizen; the food box will be 10 larger).
1b. Place/Utilize the new Citizen with typical ineptitude.
1c. Change the food in the food box:
1c1. To half, if Pyramids/Granary.
1c2. To zero, if no Pyr/Grn.
2. Compute E: Final food box contents will be either:
2a. If Growth occurred in Step #1:
2a1. If Pyr/Grn: (5*(S+2) + E)
2b2. If No Pyr/Grn: E)
2b. If No Grow in Step #1:
2b1. (F + E)
3. Check Proper Celebration Growth Conditions:
3a. Republic or Democracy government.
3b. Celebration Flag set.
3c. At least 50% Happy citizens.
3d. Only Happy, Content, or Specialist citizens.
3e. Necessary improvements to grow (Aqu/Sew).
3f. At least one excess food available.
4. If Proper Celebration Growth conditions exist:
4a. Increase the Population by one (the food box will be 10 units larger).
4b. Place/Use the new Citizen with typical ineptitude.
Note: If the food excess (E) was less than 5 and you have Pyr/Grn, you'll need 2 caravans/freight (not just one) to accomplish the Double Growth feat via Car/Frt on the next turn.
Extra note: Double Growth can occur "Naturally" (With no Food Car/Frt help) if the city's excess food production exceeds (10*(S+2) - F). The "natural" double growth will occur on the following turn (because of filled food box). You won't see this very often; 2nd Celebration growth day is the most common time for it (if food box was already almost full). You need a lot of excess food to do this.... the easiest way to accomplish it is with Refrigeration & farmland.
---------- Game Example (natural food supply only): ----------
(Real game, with Pyramids & grassland farming, one whale, No Settlers/Engineers supported, no celebration at turn 1, Democracy)
Turn 1: Size 6 City. 53 food in box. E=15 (15 excess food); Cits on Whale & 6 GrassFarms.
Turn 2: Size 6 city. 68 food in box [53+15=68]. E=15. City begins Celebration.
Turn 3: Size 7 city. 83 food in box [68+15=83; Full; Max=80]. E=17. 1st Celebration Grow. New Cit on GrassFarm (GF).
Turn 4: Size 9 city. 64 food in box [5*(7+2)+19)=64]. DOUBLE GROWTH #1. 1st New Cit=GF, 2nd=Elvis. E=17 (with Elvis). At size 8, E=19.
Turn 5: Size 10 city. 85 food in box [64+19]. E=23.
Turn 6: Size 11 city. 108 food in box [85+23]. E=25.
Turn 7: Size 12 city. 133 food in box [108+25=133; Full; Max=130]. E=23. New citizen was Elvis. Set on GrassFarm (E=25).
Turn 8: Size 14 city. 95 food in box [5*(12+2)+25]. E=23. DOUBLE GROWTH #2. Two Elvis. Set Cit on GFs. E=31.
Turn 9: Size 15 city. 126 food in box [95+31]. E=33.
Turn10: Size 16 city. 159 food in box [126+33]. E=31. Elvis. Use GF. E=35.
Turn11: Size 17 city. 194 food in box [159+35=194; Full; Max=180]. E=33. Box Full. E=37.
Turn12: Size 19 city. 130 food in box [5*(17+2)+35]. E=33. DOUBLE GROWTH #3. 2 Elvis. E=41.
Turn13: Size 20 city. 171 food in box [130+41]. E=39. Elvis. Use GF. E=43.
Turn14: Size 21 city. 214 food in box [171+41]. E=41. Elvis.
Turn15: Size 22 city. 255 food in box [214+41=255; Full; Max=230]. E=39. Elvis.
Turn16: Size 24 city. 157 food in box [5*(22+2)+37]. E=35. DOUBLE GROWTH #4. 2 Elvis.
Turn17: Size 25 city. 192 food in box [157+35]. E=33. Elvis.
Turn18: Size 26 city. 225 food in box [192+33]. E=31. Elvis.
Turn19: Size 27 city. 256 food in box [225+31]. E=29. Elvis.
Turn20: Size 28 city. 285 food in box [256+29]. E=27. Elvis.
Turn21: Size 29 city. 312 food in box [285+27=312; Full; Max=300]. E=25. Elvis.
Turn22: Size 31 city. 225 food in box [5*(29+2)+23]. E=21. DOUBLE GROWTH #5. 2 Elvis.
--------- End Game Example ----------
SUMMARY: Yes, you can grow by 2 citizens per turn.... it's probably happened in many people's games. Further, it can be done with the help of food Car/Frt, or "naturally"!!
BTW, You cannot grow by 3 or more in one turn (due to game's program limits).
EDIT: Simplified & fixed typos.
Last edited by Starlifter; July 19, 2002 at 13:09.
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July 19, 2002, 11:39
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#28
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King
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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Hello Starlifter!
Glad to see you posting here.
(quite a long post = no surprise  ; a detailed one too = no surprise either  )
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July 19, 2002, 11:43
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#29
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King
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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I am fairly sure that Airbus vet spies are already patrolling the sky over Seattle. No need for me to send any of mine  .
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July 19, 2002, 11:46
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#30
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Chieftain
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Europe
Posts: 40
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Quote:
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Hello Starlifter!
Glad to see you posting here.
(quite a long post = no surprise ; a detailed one too = no surprise either )
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MarkG came up with an access solution for me, so now I can connect to Apolyton, albiet slowly (I have to edit links manually and put in the dot address he gave me, instead of allowing the DNSs in certain parts of the internet to supply the incorrect lookups). So it just take a while... most links I can't just click and follow  .
So I hope to be able to take a look around a couple times a week.... you guys are quite knowledgeable about the game  .
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