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details of turnplay mechanics

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  • #31
    ok, I think I understood it finally

    I made a little test where I got a starting location that made my capitol grow in 10 turns and have two much better tiles (cattle on shielded grasland) in the 21-tiles-radius.

    here it is:
    Attached Files
    www.civforum.de

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    • #32
      at turn 9, I had 18 shields, 18 food and 35 gold accumulated and was making 2/2/3 per turn.

      at turn 10, one of my citizens was working on the cattle and the other one became an entertainer. I had 21 shields, 0 food, 38 gold...so I received 3 shields (I didn't improve any tiles, so the second citizen must have gone to a shielded grassland)...but he didn't work on the cattle although the city had expanded this turn.

      I think it works like that:

      1.) money (as even unhappy cities continue to produce gold, it doesn't make a diffrence whether money or unhappiness comes first...not in most cases at least
      2.) check if the city is unhappy...if yes, it does not produce any food/shields
      3.) growth
      4.) shields...that's why you get the shields from two citizens
      5.) border expansion+reorganization of the citizens. here, the governor checks whether the city would become unhappy with its bigger size again and employs entertainers if necessary
      www.civforum.de

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      • #33
        @Mazarin

        I suspected it works like this, thanks for confirming.

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        • #34
          Originally posted by DaveMcW
          @Mazarin
          Hear, hear! Good work

          Catt

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