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Food-Shield-Gold explanation help PLEASE!

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  • Food-Shield-Gold explanation help PLEASE!

    Ok..

    I am coming from years of Call To Power:

    Inn CIV III Conquests I am playing and find I cant rush buy a wonder..

    No problem

    Now I am seeing as i go the varying terrain attributes even closer.

    Lets see if I get this right:

    Food is for growth

    Shields are for production

    Gold is for support and science?

    My problem I am fathoming and please, just trying to get this straight:

    I cant rush buy or I can rush buy improvements?

    How about units?

    Thanks

    Grandpa Troll
    Attached Files
    Hi, I'm RAH and I'm a Benaholic.-rah

  • #2
    Rush buying is done by population or gold depending on government. from what I remember it is not a good idea to rush buy using population anymore, it used to be worthwhile(and even abusable), but I don't know now.

    Comment


    • #3
      Ok, in order:

      Food: Two units are needed to feed each citizen; the rest goes into the granary box. When the granary box overflows, the food is converted into one new citizen (two if you have the Longevity wonder). Towns up to size 6 take 20 food to fill the granary box, cities from 7-12 take 40 food, and cities larter than size 12 take 60 food. If you have a Granary in the city, then it will only empty to the halfway mark when a new citizen is generated, allowing for faster growth.

      Shields (production): These go into the production box. When the production box is full, whatever is being produced by the city will be completed. If you do not have anything that you want to build, then you should choose Wealth, which converts the shields into gold (although it takes two or more shields to make one gold, the number depending on what value is set in the editor).

      Commerce: gold gets divided up in the following priority: First, a percentage is taken off to fund science. Next, any gold per turn that you owe to another civilization gets deducted (or added if they owe money to you). After that, the cost of supporting your units is deducted. Next, the cost of maintaining your city buildings is deducted. Whatever remains gets added to your treasury (or subtracted from your treasury if it is negative).

      Production and Commerce are subject to losses from corruption (analogous to the crime in Call to Power), but Food is not.

      Corruption increases due to:
      Distance from your Palace/Forbidden Palace
      Being on a separate landmass from your Palace/Forbidden Palace
      Not being connected to your Capitol (Palace) city via trade network (roads or sea)
      Having more than the optimum number of cities (set in the editor--larger maps tend to allow for more cities).

      Corruption can be reduced by:
      Making sure your city has a trade connection to your Capitol
      Building the Courthouse and Police Station buildings in the city
      Building the Forbidden Palace (this reduces corruption in all nearby cities--you can only have one FP however)
      Assigning citizens as Policemen specialists (starting in the Industrial age)

      On Rush Buying:
      Great Wonders (only built once per game) can only be rushed by using a Scientific Leader (available at random if you are the first civilization to learn an advance). Move the Leader into the city building the Wonder, and click on the button that becomes available to rush the Wonder.
      Small Wonders (each civilization can have one and rebuild it if it is destroyed) can be rushed by Military Leaders in the same manner. Scientific Leaders can rush Small Wonders as well, but it is more useful to use them on Great Wonders instead.

      Normal buildings and units can be rushed by clicking on the rush button in the city screen (located next to the button where you select what to build).

      Under authoritarian governments (Despotism, Communism, Fascism), you have forced labor rushing, whereby you work your labor force to death, gaining 20 shields per citizen sacrificed. The drawback is that you incur a penalty of one unhappy citizen for each citizen sacrificed--this unhappiness lasts for 20 turns. Note that if the number of unhappy citizens generated exceeds the number of total remaining citizens, then the unhappiness will spill over into your other cities.

      Under freer forms of government (Monarchy, Republic, Feudalism, Democracy), you rush projects with cash, buying the necessary resources to complete the project. The cost is four gold per shield purchased (or eight if no shields have yet been expended on building it--this represents the extra cost of starting and finishing the project on the same turn).
      Those who live by the sword...get shot by those who live by the gun.

      Comment


      • #4
        Actually, Feudalism has Forced Labour.
        Why can't you be a non-conformist just like everybody else?

        It's no good (from an evolutionary point of view) to have the physique of Tarzan if you have the sex drive of a philosopher. -- Michael Ruse
        The Nedaverse I can accept, but not the Berzaverse. There can only be so many alternate realities. -- Elok

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        • #5
          "(or eight if no shields have yet been expended on building it--this represents the extra cost of starting and finishing the project on the same turn)."

          you can more or less get around this by rushing the cheapest thing (worker). and then you can rush your more expensive unit/improvement for just 4 gold per shield. made a big difference late in the game when someone first pointed that out to me here.
          I use Posturepedic mattresses for a lifetime of temporary relief.

          Comment


          • #6
            Ijuin...

            Originally posted by Ijuin
            Corruption can be reduced by:
            Building the Courthouse and Police Station buildings in the city
            Are you sure about the police station? In the encyclopedia, (civ3 Vanilla 1.29f ), it says that Police station reduces war weariness. It does not mentionned reducing corruption. Could someone else confirm that. I always avoided to build Police stations... as far as reducing corruption anyway...

            Extro
            ''Experience is the name everyone gives to their mistakes.'' - Oscar Wilde

            Comment


            • #7
              I am fairly sure it was updated in either ptw or conquests so that police stations reduce corruption as well as war weariness.

              Comment


              • #8
                Corruption has 2 components - distance corruption (measured by the distance from your capital or if built, your FP, whichever is closer, divided by the map size), and rank or OCN corruption whereby each city is assigned a rank according to its distance from the capital and it's rank corruption is calculated based on the rank compared to the adjusted OCN (Optimal City Number). OCN is determined by the map size and difficulty level.

                Courthouses and Police Stations each reduce the distance corruption by 50% (if you have both, the cumulative reduction is 75%).

                They each also increase the OCN by 25% (cumulative 50% if you have both), which increases the denominator of the rank corruption calculation by this amount and hence reduces overall rank corruption.

                There is also a maximum corruption level for any city in C3C of 90%, which reduces by 10% for each of the Courthouse / Police Station, and by 70% for the FP city.
                So if you meet me have some courtesy, have some sympathy and some taste
                Use all your well-learned politesse, or I'll lay your soul to waste

                Re-Organisation of remaining C3C PBEMS

                Comment


                • #9
                  Originally posted by zorbop
                  I am fairly sure it was updated in either ptw or conquests so that police stations reduce corruption as well as war weariness.
                  I think it were in a Civ3 patch
                  Creator of the Civ3MultiTool

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