Hey all,
In Solver's fantastic preview (thanks Solver!), he mentions two ways that ICS is prevented:
1) More cities = Higher maintenance costs for all cities
2) Settlers now are built using both shields and food from the city.
Now the first of these obviously and effectively reduces ICS. But I was still a bit confused on the second - thinking "Surely, if I can now add food production to the settler, that makes it quicker to produce, thus helping ICS!" So I decided to work it out a bit.
Let's take for example my Civ 3 Settler pump, with +5 food and +6/+8/+10 shields.
Turn 1: Produces +5 food, +6 shields, (settler now 6/30)
Turn 2: Produces +5 food, +8 shields (grows 1 size, settler now 14/30)
Turn 3: Produces +5 food, +8 shields (settler now 22/30)
Turn 4: Produces +5 food, +10 shelds (grows 1 size, settler finished, drops back to start size)
This obviously produces new settler every four turns ad infinitum. But how does it cope under the new rules? Well, it should be obvious that we need to grow the city before starting on our settler production, building something else before we begin our settler (item X)
Turn 1: Produces +5 food, +6 shields, (item X now 6/XX)
Turn 2: Produces +5 food, +8 shields (grows 1 size, item X now 14/XX)
Turn 3: Produces +5 food, +8 shields (item X now 22/XX)
Turn 4: Produces +5 food, +10 shelds (grows 1 size, item X now 32/XX)
*switch to settler production*
Turn 5: Produces +15 food/shields to Settler (settler now 15/30)
Turn 6: Produces +15 food/shields to Settler (settler finished, drops back to start size).
So for this sample city, the time to produce a settler is increased by 50% (but you get production on something else in the meantime). Don't forget that we can now switch between Item X and settler production without losing our progress.
I guess the only other case to examine would be the really high food-low shield city (thinking of course about those floodplain cities!) If you could get one of these cities to +10 food (and a granary) even if there was no shield output from the city you'd be able to produce in 5:
Turn 1: Produces +10 food, +0 shields, (grows 1 size)
Turn 2: Produces +10 food, +0 shields (grows 1 size)
*switch to settler production*
Turn 3: Produces +10 food/shields to Settler (settler now 10/30)
Turn 4: Produces +10 food/shields to Settler (settler now 20/30)
Turn 5: Produces +10 food/shields to Settler (settler finished, drops back to start size).
[Of course, have made a lot of Civ-3 based assumptions here about granaries/cost of settlers/terrain production.]
In conclusion:
1) Though it wasn't initially obvious to me, the "food+shields=settler" rule does slightly slow down production of settlers (largely by forcing you to build something else in between).
2) I wish I was a beta tester...
3) Yin, not looking good for you mate
-Mudhut.
In Solver's fantastic preview (thanks Solver!), he mentions two ways that ICS is prevented:
1) More cities = Higher maintenance costs for all cities
2) Settlers now are built using both shields and food from the city.
Now the first of these obviously and effectively reduces ICS. But I was still a bit confused on the second - thinking "Surely, if I can now add food production to the settler, that makes it quicker to produce, thus helping ICS!" So I decided to work it out a bit.
Let's take for example my Civ 3 Settler pump, with +5 food and +6/+8/+10 shields.
Turn 1: Produces +5 food, +6 shields, (settler now 6/30)
Turn 2: Produces +5 food, +8 shields (grows 1 size, settler now 14/30)
Turn 3: Produces +5 food, +8 shields (settler now 22/30)
Turn 4: Produces +5 food, +10 shelds (grows 1 size, settler finished, drops back to start size)
This obviously produces new settler every four turns ad infinitum. But how does it cope under the new rules? Well, it should be obvious that we need to grow the city before starting on our settler production, building something else before we begin our settler (item X)
Turn 1: Produces +5 food, +6 shields, (item X now 6/XX)
Turn 2: Produces +5 food, +8 shields (grows 1 size, item X now 14/XX)
Turn 3: Produces +5 food, +8 shields (item X now 22/XX)
Turn 4: Produces +5 food, +10 shelds (grows 1 size, item X now 32/XX)
*switch to settler production*
Turn 5: Produces +15 food/shields to Settler (settler now 15/30)
Turn 6: Produces +15 food/shields to Settler (settler finished, drops back to start size).
So for this sample city, the time to produce a settler is increased by 50% (but you get production on something else in the meantime). Don't forget that we can now switch between Item X and settler production without losing our progress.
I guess the only other case to examine would be the really high food-low shield city (thinking of course about those floodplain cities!) If you could get one of these cities to +10 food (and a granary) even if there was no shield output from the city you'd be able to produce in 5:
Turn 1: Produces +10 food, +0 shields, (grows 1 size)
Turn 2: Produces +10 food, +0 shields (grows 1 size)
*switch to settler production*
Turn 3: Produces +10 food/shields to Settler (settler now 10/30)
Turn 4: Produces +10 food/shields to Settler (settler now 20/30)
Turn 5: Produces +10 food/shields to Settler (settler finished, drops back to start size).
[Of course, have made a lot of Civ-3 based assumptions here about granaries/cost of settlers/terrain production.]
In conclusion:
1) Though it wasn't initially obvious to me, the "food+shields=settler" rule does slightly slow down production of settlers (largely by forcing you to build something else in between).
2) I wish I was a beta tester...
3) Yin, not looking good for you mate
-Mudhut.
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