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Whats my GNP Manufatured etc... ?

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  • Whats my GNP Manufatured etc... ?

    Call me a Noob... but how do you find out your current GNP and population and manufactured goods etc etc.... how do find all that out... without having to get to the end?

  • #2
    F11?

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    • #3
      Wow.
      Thank you.. I now feel as though I have lost some IQ ....I really should have all the F buttons before wasting Apolyton space with this thread...

      POWER TO APOLYTON!!!

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      • #4
        heh. most of the formulae are worked out. i don't know them all off-hand but i believe most of them are in a "players guide" in the download section of this site. just hit f13 and it should work.

        -dl

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        • #5
          F11:

          Approval rating:
          The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.

          Rounddown (50% + ((Number of happy citizens) - (Number of unhappy citizens)) / (Total number of citizens) / 2 * 100%)

          Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.
          Sum(i=1..N) {Pop in City(i)}
          Pop in City = {Sum (j=1..(City Size)) {j} + (Food in Storage) / (Storage Size)} * 10000


          GNP: Total gold in all your cities before corruption takes a bite out of it.
          1 gold= 1 million

          Mfg. Goods: Total unwasted shields in all your cities.
          1 shield = 1 megaton.

          Land Area: # of tiles in your territory * 100.
          1 Tile =100 square miles
          Sea is included in this, but does not help in the territory part of your game score.

          Literacy (%)
          (Citizens who live in a city with a Library + Citizens who live in a city with a University + Citizens who live in a city with a Research Lab) / 3 / (Total Number of Citizens) * 100% + (3% if Literature discovered)
          If every city has just a library you will have 33%, because they are missing the other 2 science buildings.

          Edit: Or live in a city with 1 or more scientific Great Wonders (Great Library, Newtons, SETI, Theory of Evolution, Cure for Cancer, and Internet) Copernicus's does not count because despite it helps science, it isn't given the scientific flag. Having 1 of those wonders counts the same as if they had all the other improvements in the city. Two small wonders (apollo and Intelligence Agency) give you credit for having 50% science in that city. You also get 3% added to your literacy rate when you get the literature tech. No bonus when you get education. Great Library still helps your literacy rate even after it is obsolete.

          Disease (%)
          (Number of Floodplains + Jungle in territory) / (Total Number of territory tiles) * 100%

          Pollution: # of tiles that are currently polluted. 1 ton = 1 polluted territory tile

          Life Expectancy (# of years)
          20 + {(Citizens who live in a city with a Granary + Citizens who live in a city with a Aqueduct + Citizens who live in a city with a Hospital) / 3 / (Total Number of Citizens) * 80}

          Family Size: The average amount of excess food that each city is producing/2. If you have 1 city that is producing 4 extra food, that 4 food would feed 2 people, so your family size would be 2 children. Minimum is 1, hard to say exactly what the max would be. In most cases you won't see this above 2, maybe 3 or 4 if all your cities are extremely rich in food, experiencing a very fast growth period or just put down a alot of railroads on irrigated tiles.

          Military Service: 10 years * # of military units / # of citizens. Military units are units with an attack and defense value, so workers, scouts and princesses don't count. Kings do. So at the start of a mass regicide game you will have a military service of 70 years because of the 7 military units *10 years divided by just your 1 citizen. 0 years if you have no army or you have just a few units, but thousands of population points.

          Annual Income: The number of connected strategic/luxury resource types in your territory. The minimum value is 1 and you get a +1 bonus for your first trade route with another civ. Thanks DaveMcW

          Productivity: The total amount of uncorrupted gold, unwasted shields, and excess food you are producing in all your cities
          (Total Shields) - (Total Waste) + (Total Commerce) - (Total Corruption) + (Net Total Food)

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          • #6
            or i guess a deity could swoop in with the specifics.

            i had thought that # of granaries, aqueducts etc. affected the "disease" score - was that just for civ 2?

            i sure hope they expand the statistics in cIV, i really enjoy them.

            -dl

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            • #7
              If you mean by expand the stats, that they give us the details, I am with you.

              As to disease, we are missing the impact of marshes as well. I would think they are the same as jungles. I have not tried to figure that out, due to laziness.

              I should sit down and make a scenario that makes it easy to see the impact of marshes. For that matter gran/aqua as well, but I don't think they do anything to that.

              A tiny map with no civs and you on an island should make it easy test.

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              • #8
                Indeed. I admit though, my zeal for pursuing every last detail has begun to wane since I've come to believe that Civ 4 will be released for xmas this year.

                -dl

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                • #9
                  OK, I can now say that marsh tiles have no effect on the disease score in F11. It is also not even rounded, it just drops all fractional remains. 2.7% shows as 2%.

                  I have a granary and it had no effect and I am sure aqua would not either.

                  My test was 2 marsh tiles and 3 jungle tiles. When the borders cover all tiles for marsh and jungle, the disease did not change from when it did not cover the marsh.

                  I cleared the marsh and no change. I cleared one jungle and it dropped.

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                  • #10
                    Originally posted by d4rkl0rd
                    or i guess a deity could swoop in with the specifics.
                    Not even he knows them by heart though.
                    At least, I hope he doesn't....:scared

                    i sure hope they expand the statistics in cIV, i really enjoy them.

                    -dl
                    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                    Then why call him God? - Epicurus

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                    • #11
                      Nay, that is why I have the stuff filed some place. I am not even sure I have kept everything up to date as new data is revealed. I did add a note on the marsh though.

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                      • #12
                        Nice one, vmxa1. Thanks for the clarifications re: marsh & granary. I do maintain they were part of the formula in Civ 2 though...

                        -dl

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                        • #13
                          Could be I can barely remember the game after three or 4 years.

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