Thread Tools
Old December 1, 2002, 21:39   #1
Flash
Apolyton UniversityCivilization IV Creators
Warlord
 
Flash's Avatar
 
Local Time: 06:54
Local Date: November 1, 2010
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 251
Population
Does anyone know how many citizens are in a poulation point? or how men are in a military unit?

Also, I think my coworker might be thinking of CTP2, but does the city radius expand beyond 20 squares? He claims it expanded again after he reached a population of around 25.
Flash is offline  
Old December 1, 2002, 22:32   #2
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 07:54
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
Cities can only have 21 workable tiles.
vmxa1 is offline  
Old December 2, 2002, 04:56   #3
fittstim
Warlord
 
fittstim's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Stockholm, Sweden
Posts: 265
Well of course a city can have a population over 20. In fact, most of my cities get up into the ten's of millions. But of course, I assume you mean city size. In my games I achieve a city size in the high 30's lower 40's for most of my cities after I start building RR's everywhere.

The population assigned to a city of SIZE XX varies depending on XX. I believe a city starts out with a pop of 10,000 (don't quote me, I'm going with my memory from CivII). As the population of the city grows, the city size grows - but the growth is non-linear. Maybe it's multiplicative (10k, 20k, 40k etc) but I can't check this out right now.

Although you can have a city with a size greater than 20, all of these additional "citizens" must be either tax collectors, scientists, or entertainers. None of them can create additional shields, commerce or food by working the land (since there is no new land to work).

The "cultural" borders can certainly expand after a city has reached 20 (or greater). The expansion is based on the culture points of the city. They expand at 10, 100, 1000, 10.000, 100.000 etc. I'm not sure if it's possible to reach 100.000 but I've exceeded 10.000 in my capital city.

However, this only means that the city's cultural borders have expanded. The city workers (== the city SIZE) can't actually utilize these new squares. They are shaded out in the city screen. So your empire continues to expand but you can't exploit this new territory without a new city.
fittstim is offline  
Old December 2, 2002, 06:40   #4
Tattila the Hun
King
 
Tattila the Hun's Avatar
 
Local Time: 14:54
Local Date: November 1, 2010
Join Date: Oct 2002
Location: Tornio, Suomi Perkele!
Posts: 2,653
This is good for resources, you don't have to have the resource in workable tile to use it, only inside your cultural borders.
__________________
I've allways wanted to play "Russ Meyer's Civilization"
Tattila the Hun is offline  
Old December 2, 2002, 14:02   #5
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 07:54
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
Actually a city is not guarantee to have 21 tiles that are workable in its radus as some could be overlapped by anoter city and hence not useable. The cities population is limited by the amount of food you have to feed the pop (if you have the prereq structures such as hospitals). Culture will coninue to be generated every turn based on the the cities properties (wonders/structures).
vmxa1 is offline  
Old December 8, 2002, 19:10   #6
Datajack Franit
NationStates
King
 
Datajack Franit's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Italia
Posts: 2,036
So what's the highest pop you can have? 33-35?
__________________
I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.

Asher on molly bloom
Datajack Franit is offline  
Old December 8, 2002, 19:17   #7
punkbass2000
Civilization III MultiplayerCivilization III Democracy GameApolyton UniversityCivilization III PBEM
King
 
punkbass2000's Avatar
 
Local Time: 07:54
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Waterloo, ON, Canada
Posts: 1,500
Quote:
Originally posted by Datajack Franit
So what's the highest pop you can have? 33-35?
Actually, you can have city sizes well over a thousand. Someone at CFC discovered this cheat a while ago. Just add workers to the city in huge numbers, as you can only lose one pop point per turn.
__________________
"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
punkbass2000 is offline  
Old December 9, 2002, 07:38   #8
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
In civ2 the formula for calculating citizens is p=10000*n*( (n+1)/2 ) where n is population points.

Civ3 use the same formula but also take into account the contents of the food box. The formula becomes p=10000*n*( (n+1)/2 ) + f*1000 where f is number of food in the box.

As for ctp2, yes it's cities expanded beyond 21 squares. Haven't played it for a while but I'm pretty sure I had cities which worked over 70 tiles.
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 9, 2002, 09:20   #9
theNiceOne
Warlord
 
theNiceOne's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 121
Quote:
Originally posted by Datajack Franit
So what's the highest pop you can have? 33-35?
If you mean the highest pop a sity can grow to by itself, the answer is 71 - if it has access to 20 flood plains with wheat in its 20 workable squares (in addition to its city square). That's a bit extreme though...

But even a city that has access to grassland only, can get 4 food out of each square, and thus a total of 82 food when all 20 squares are worked on, meaning that it can support 41 citizens.
theNiceOne is offline  
Old December 9, 2002, 10:37   #10
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
71 citizens!! Did you have any pollution problems in that city? Guess Not
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 9, 2002, 11:02   #11
theNiceOne
Warlord
 
theNiceOne's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 121
I have never had such a city, I only told you the theoretical maximum without manually adding workers/settlers.

I'm still looking forward to getting a starting position with 20 flood plains + wheat around my city. It would be fun to have a city that produced 102 extra food per turn at size 20. A pity that it would produce only one shield per turn though
theNiceOne is offline  
Old December 9, 2002, 19:42   #12
CiverDan
Civilization III MultiplayerPtWDG Lux InvictaInterSite Democracy Game: Apolyton TeamPtWDG Roleplay
Prince
 
Local Time: 06:54
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 733
Getting city sizes in a normal game of 43-45 is not out of the question, assuming you have all grass with a few cows/wheat.
__________________
Citizen of the Apolyton team in the ISDG
Currently known as Senor Rubris in the PTW DG team
CiverDan is offline  
Old December 10, 2002, 05:54   #13
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
theNiceOne , oops, misread your post a bit.

To lessen pollution problems I usually stop the growth of my cities around 25. A size 71 city could almost start global warming on its own. BTW, isn't flood plains safe from the effects of global warming?
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 10, 2002, 06:06   #14
theNiceOne
Warlord
 
theNiceOne's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 121
Quote:
Originally posted by bongo
theNiceOne , oops, misread your post a bit.

To lessen pollution problems I usually stop the growth of my cities around 25. A size 71 city could almost start global warming on its own. BTW, isn't flood plains safe from the effects of global warming?
If you have mass transit in a city, then the total pollution from citizens will be one pollution triangle, regardless of how big the city is.

For the record, my cities seldom grow above 15. I generally build them so close that I get to use almost all squares with only size 12 cities. This is a huge benefit before hospitals can be built, and quite good later too, as it gives a very small pollution problem and it's easy to keep all cities in WLTKD. You don't get any single powerhouse city that way, but you get lots of decent ones.
theNiceOne is offline  
Old December 10, 2002, 13:17   #15
Trifna
King
 
Trifna's Avatar
 
Local Time: 19:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
SoLuTiOn
I guess the solution to this would be to put this closer to reality by making workers that are eating. These workers are population, it's just that they work for the state. Thus it'd demand a reevaluation of the model to put it right.
__________________
Go GalCiv, go! Go Society, go!
Trifna is offline  
Old December 10, 2002, 13:43   #16
punkbass2000
Civilization III MultiplayerCivilization III Democracy GameApolyton UniversityCivilization III PBEM
King
 
punkbass2000's Avatar
 
Local Time: 07:54
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Waterloo, ON, Canada
Posts: 1,500
Re: SoLuTiOn
Quote:
Originally posted by Trifna
I guess the solution to this would be to put this closer to reality by making workers that are eating. These workers are population, it's just that they work for the state. Thus it'd demand a reevaluation of the model to put it right.
You could say the same about military units, though.
__________________
"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
punkbass2000 is offline  
Old December 11, 2002, 04:49   #17
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
Trifna , that is the way it works in civ2, where settlers(and engineers) cost food. Could be a pain in the ass sometimes when you were short on food and needed a settler to increase food production...
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 11, 2002, 07:07   #18
TacticalGrace
Prince
 
TacticalGrace's Avatar
 
Local Time: 11:54
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Invisible, Silent, Deadly.
Posts: 310
Now that units don't have a home city any food requirement would have to be taken from a national food surplus. There is no such concept in civ3. perhaps there should be.
__________________
Do not be too proud of this technological terror you've constructed...
TacticalGrace is offline  
Old December 11, 2002, 08:48   #19
Datajack Franit
NationStates
King
 
Datajack Franit's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Italia
Posts: 2,036
What about military units decreasing city population? Aside from draft
__________________
I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.

Asher on molly bloom
Datajack Franit is offline  
Old December 11, 2002, 12:12   #20
Trifna
King
 
Trifna's Avatar
 
Local Time: 19:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
Yeah, I know it can be a pain in the ass but this is why it should be arranged realistically: because in reality it's not SUCH a problem to civilizations.

I guess the best system would simply be to divide our population in some sort of task distribution (taking 20% for "state working"). I'm for the idea of eliminating completely the tedious worker unit and replace it by a % bar, task managing and what it'd need.

But by keeping the worker unit, it would mean to balance it well. Balance what? Well balancing the capacity of work done by a worker versus it's cost in food. I mean, it doesn't take 200 persons for a year to make a road. Have to balance to something realistic and the rest will do fine.
__________________
Go GalCiv, go! Go Society, go!
Trifna is offline  
Old December 12, 2002, 04:45   #21
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
Well you always have the public works model used in CTP. It makes terrain development less tedious but also removes worker capture as an military strategy.

Actually I'm quite happy with the current model.
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 12, 2002, 21:01   #22
Trifna
King
 
Trifna's Avatar
 
Local Time: 19:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
Worker capture should be implemented in another way. Like your units going somewhere and having it in option, like we can destroy improvements. Or you enter a city and get slaves, etc.
__________________
Go GalCiv, go! Go Society, go!
Trifna is offline  
Old December 13, 2002, 04:45   #23
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
Sounds almost like CTP to me.

How about just refining the current model a bit? Worker automation with a little twist? Make it possible to assign working ques to workers. Like 'I want roads on these tiles and when you're done with that I want a mine here and some irrigation over there. Oh and watch out for enemy units will you?'
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 13, 2002, 05:22   #24
alva
Civilization III PBEMPtWDG2 Cake or Death?PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering Storm
Deity
 
alva's Avatar
 
Local Time: 13:54
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
Quote:
Actually, you can have city sizes well over a thousand. Someone at CFC discovered this cheat a while ago. Just add workers to the city in huge numbers, as you can only lose one pop point per turn.
AFAIK this isn't possible anymore, at least not in PTW where you can't ad workers when city is running a food deficit
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
alva is offline  
Old December 13, 2002, 10:58   #25
Trifna
King
 
Trifna's Avatar
 
Local Time: 19:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
bongo: then I guess CTP had this better, but it doesn't mean it couldn't be improved in some way.
__________________
Go GalCiv, go! Go Society, go!
Trifna is offline  
Old December 16, 2002, 05:07   #26
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
CTP has a better tile improvement model than civ2, but so have civ3. CTP's model is perhaps better than civ3's but with some refining that would change things in favour of civ3.
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 16, 2002, 13:39   #27
Trifna
King
 
Trifna's Avatar
 
Local Time: 19:54
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
I never played it, but from what I know CTP seems to have good concepts sometimes applies as concepts may be applied when it's a first try... So lots of nice stuff could be adapted but it'd need some refining and a little rethinking and adjusting.
__________________
Go GalCiv, go! Go Society, go!
Trifna is offline  
Old December 17, 2002, 03:18   #28
bongo
lifer
PtWDG2 Mohammed Al-SahafPtWDG Neu DemogypticaCivilization III PBEMC3CDG Blood Oath HordeIron CiversC4DG The HordeC4WDG éirich tuireann
Emperor
 
bongo's Avatar
 
Local Time: 12:54
Local Date: November 1, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
In ctp you can devote a percentage of your production to public works. It works like a second treasury which only can be used for tile improvements. You could only build TI's within your own borders but building them would also expand your territory. Of the more interesting TI's were sonar bouyos and observation towers.
__________________
Don't eat the yellow snow.
bongo is offline  
Old December 18, 2002, 08:20   #29
Mad Bomber
King
 
Mad Bomber's Avatar
 
Local Time: 07:54
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
Quote:
Originally posted by Trifna
Worker capture should be implemented in another way. Like your units going somewhere and having it in option, like we can destroy improvements. Or you enter a city and get slaves, etc.

I would like to see universal Sufferage be a minor wonder and not be allowed to use workers as slaves after its built. Instead they would be sent to either POW or refugee camps inside the capturing civ's homeland. At the end of the war the workers would be repatriated to the former civ's owner. If the Civ is destroyed then they would be allowed to join a city and become citizens to be assimilated.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
Mad Bomber 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 07:54.


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