Announcement

Collapse
No announcement yet.

Speculation on Demographics

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Speculation on Demographics

    Thanks for putting up the report and screens, Vondrack.

    The demographics screen is quite interesting. (For one thing, Legopolis is number one! Yeah! ) We also see who has imaginative city names (no one ), who used their team's name (us, GoW, Vox), and who is just plain lazy (DG).

    But, on a more serious note, I notice our 2 megatons of Mfg. Goods ranks us only 3rd in that category. This corresponds nicely to our 2 shield production, so I assume it's a straight conversion.

    This means there are two teams producting 3 or more shields. I doubt anyone's added their worker to their city (that probably should have jumped their city to #1). This means two teams have one of the following: a plains cattle tile, a game forest tile, or mountains of stupidity. If it's one of the first two, we are definitely far from having the best starting position (unless it turns out we have great sites for more cities, which looks unlikely).

    That's the main thing I saw. We also have the worst disease; that's likely the fact that we have jungle next to our city, which gives a chance of disease killing off citizens in our city. (I hope that 11% isn't the chance each turn If it is, we had better clear it after we improve the cattle grass & bonus grass tiles.)

  • #2
    Re: Speculation on Demographics

    Very good observations, Kloreep!

    Originally posted by Kloreep
    The demographics screen is quite interesting. (For one thing, Legopolis is number one! Yeah! ) We also see who has imaginative city names (no one ), who used their team's name (us, GoW, Vox), and who is just plain lazy (DG).
    I am not sure about how the cities are sorted in the F11 screen, but I suspect that should there be more than one equally "great" city, "yours" will always be displayed as #1 or your F11 screen. Not 100% sure, though...

    Originally posted by Kloreep
    But, on a more serious note, I notice our 2 megatons of Mfg. Goods ranks us only 3rd in that category. This corresponds nicely to our 2 shield production, so I assume it's a straight conversion.

    This means there are two teams producting 3 or more shields. I doubt anyone's added their worker to their city (that probably should have jumped their city to #1). This means two teams have one of the following: a plains cattle tile, a game forest tile, or mountains of stupidity.
    True. More shields than those two of ours mean that two teams founded their capitals next to a plains cattle tile (3/2/?), or a forest game tile (1/2/?). No team added their worker to the city (otherwise, we could not be #1 in population). As working a game forest tile would be rather risky (hindering the city growth significantly, thus delaying the first settler), I assume we can quite safely believe that two teams have a cattle plain tile right next to their city. I would not worry too much about it, as we will match that as soon as our cattle is mined (if they mine theirs, they will not get any production increase due to the despotism tile-output constraints).

    Originally posted by Kloreep
    If it's one of the first two, we are definitely far from having the best starting position (unless it turns out we have great sites for more cities, which looks unlikely).
    I would not say far from... close to... and I hope that the East-West direction will reveal some more fine land to settle.

    Originally posted by Kloreep
    That's the main thing I saw. We also have the worst disease; that's likely the fact that we have jungle next to our city, which gives a chance of disease killing off citizens in our city. (I hope that 11% isn't the chance each turn If it is, we had better clear it after we improve the cattle grass & bonus grass tiles.)
    The "worst" 11% disease means that no other team settled next to more than one jungle or floodplain tile (the team order works just the other way for the "unwanted" or "bad" demographic parameters). The 11% is a result of 100% times 1/9 (1 out of 9 tiles of our territory).

    Comment


    • #3
      Re: Re: Speculation on Demographics

      Originally posted by vondrack
      forest game tile (1/2/?).
      ...
      As working a game forest tile would be rather risky (hindering the city growth significantly, thus delaying the first settler), I assume we can quite safely believe that two teams have a cattle plain tile right next to their city.
      Actually, game adds food to forest (not sure if it's +1 or +2, but it does bring a forest tile to 2 food under despotism). Thus, game tiles are quite useful early-game; second only to cattle.

      I would not worry too much about it, as we will match that as soon as our cattle is mined (if they mine theirs, they will not get any production increase due to the despotism tile-output constraints).
      Quite true.

      Comment


      • #4
        Re: Re: Re: Speculation on Demographics

        Originally posted by Kloreep
        Actually, game adds food to forest (not sure if it's +1 or +2, but it does bring a forest tile to 2 food under despotism). Thus, game tiles are quite useful early-game; second only to cattle.Quite true.
        Oh... dunno what I was thinking of. Of course, a game forest tile is 2/2/?, 'cause game adds food... which would, however, be even better for us, since we could soon match their production, while they would be unable to match our food output (=growth).

        Comment


        • #5
          Thanks to our road, we've jumped to the 1st place in the GNP ranking. Great!

          We'll know more once the cities will start to grow.
          "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
          --George Bernard Shaw
          A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
          --Woody Allen

          Comment

          Working...
          X