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  • #16
    The more citizens you have, the more unhappy are your citizens. To be more precise, until a certain point, depending on difficulty level, your city grows by content citizens. Above this point, it adds unhappy citizens. You need to make your citizens at least content, or as much happy as unhappy citizens, or you will face revolts. The mentioned wonders increase the contentness or happiness of your citizens. So do some city improvements, namely temples, colosseums and cathedrals. Also important are marketplaces and luxury resources, as many different types as you can get.

    Under certain governments (despotism, monarchy, communism) a certain amount of military units can cause unhappy citizens to be content (so called martial law). So if you can't get luxuries or build improvements or wonders fast, you at least can make some people content with units.

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    • #17
      Originally posted by V.O.C.'02
      hey A.J. has your flemmish civ already been created?
      I guess I stand too isolated to get them in the XP .

      Maybe you Dutchees can plee for a Flemish civ?

      AJ
      " Deal with me fairly and I'll allow you to breathe on ... for a while. Deal with me unfairly and your deeds shall be remembered and punished. Your last human remains will feed the vultures who circle in large numbers above the ruins of your once proud cities. "
      - emperor level all time
      - I'm back !!! (too...)

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      • #18
        Yeah, it's all about keeping your people happy (or at least content). Under despotism/monarchy, up to 2 military units in a city will make citizens content that otherwise would be unhappy. Hmm... not the best explanation... let me try again:

        Same example city I mentioned above (size 4). Monarch level. With no temple and no luxuries, a city will go into revolt upon hitting size 3. But if you have a unit in it, it will be ok until size 4. Two units will keep it from revolting until size 5. But after that, you need something else (a 3rd unit has no happiness effect).

        -Temples make 1 unhappy person content, 2 if you have the Oracle (and it's still active).
        -Cathedrals make 3 unhappy content (6 with Sistine Chapel)
        -Colosseums make 2 unhappy content
        - marketplaces increase the effectiveness of luxuries. Without a marketplace, if a city has access to all 8 luxury types, those luxuries will provide 8 "happy faces" for the city. However, if the city builds a marketplace:

        luxuries 1&2 = 1 happy face each
        luxuries 3&4 = 2 happy faces each
        luxuries 5&6 = 3 each
        luxuries 7&8 = 4 each.

        That has a huge impact as your cities grow.

        Bach's = 2 unhappy become content in every city.
        Hanging Gardens = 1 content become happy in each city, 3 in the city where the Wonder is built.

        So, if you have a civ that has access to four or five luxuries, you have temples/cathedrals/markets, the Sistine Chapel and Bach... I'd say you can fight effectively in a Republic (easily, even).

        If you have a civ with two luxuries (markets don't play a role here), no Sistine or Bach... you may want to switch over to Monarchy.

        Obviously, the size of your cities plays a role here. For instance, I was talking to a friend about a massive late-game war he fought in his most recent game, and he was complaining about his democratic government lasting 7 turns before collapsing into anarchy. He had the right city improvements, the Sistine and Bachs, and I think 5 or 6 luxuries. I was astounded. Then I realized why: his cities were all in the 20s or 30s. It's really hard to keep big cities like that happy. From a pure effeciency standpoint, the size 20 city is best. But this friend and I have a thing with high scores (dates back to CivII, where we went back and forth playing the Europe map trying to best each other), and high score means big cities and lots of 'em.

        -Arrian
        grog want tank...Grog Want Tank... GROG WANT TANK!

        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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        • #19
          Originally posted by V.O.C.'02
          ok, that was actually pretty helpful!

          problem 2 in my queste for world domination:

          how do I make those (super) production cities, should I plant just alotta mines in there?
          The standard procedure is to mine all the grassland and hill squares that are being used and to irragate all the plains that are being used or worked. Also build roads everywhere.

          The exceptions are that if a city stops growing because it has run out of food you may need to irragate some of the grasslands.

          Once you can build railroads build them on every square that is being worked since they will increase production.

          Originally posted by V.O.C.'02
          Lets say i want to build a musketman, this takes me about 60 shields, Then I build a mine in the city's radius, should that immediately effect the nummer of shield that are needed?
          Building mines won't reduce the cost in shields of the unit but it should reduce the time needed to make the unit.

          Originally posted by V.O.C.'02
          - And what about building universities/ libraries etc: do these improvements effectively higher my production, If so: How does that work.
          Libraries/Universities/Research Centers increase the number of beakers (science production) that the city generates. The more beakers that you produce the quicker you can research the next Tech.

          Factories and power plants increase the number of shields that the city produces.

          Mike G

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          • #20
            I guess I stand too isolated to get them in the XP .
            Maybe we should see what the people think of a civillisation out of the "dark side of the force" : the benelux (The netherlands, Belgium, luxemburg). This combination of lethal power shoul be able to make a fist against any A.I.
            ICH BIN EIN WARMONGER!!!

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            • #21
              Building mines won't reduce the cost in shields of the unit but it should reduce the time needed to make the unit.
              By this you mean, first it takes you 60 shields to make the unit, which takes 30 turns, and after you build the mine, it still needs 60 shields but only takes 15 turns

              ( by typing this question I actually feel quite stupid, but hey...., the last game I played was pacman and I played it on a Commadore 64 (tapes!!!) now I got civ3 and I Love it the thing now is It totally comsumes me. It allmost costed me my relation, I gained about 20 pounds (very, very, very fast food) And my dog allready learned to walk itself. Give me some time, and i'll see you at deity guys (and ladies, how many women are on this forum actually? (Find me one and I'll mary her)
              ICH BIN EIN WARMONGER!!!

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              • #22
                There is a fixed price in number of shields to build units/buildings/wonders. The squares around your city produce shields that contribute to whatever you are building - thus, as your shield production goes up, the time it takes to build something is reduced.

                So your understanding is correct.
                "Stuie has the right idea" - Japher
                "I trust Stuie and all involved." - SlowwHand
                "Stuie is right...." - Guynemer

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