Putting together some stat tables for my PtWDG team, I realized I knew very little about the order which various events take place during turns in. I spent hours looking for information here at Poly and over at CFC, but found nothing really helpful. It can be my incompetence only, so if there is anyone able to precise/explain/disprove what I have found out so far, I would be grateful.
From what I have been able to figure out, the order is as follows:
1) any worker actions that were to due to finish at the end of the previous turn, are actually finished and all the output figures (food, shields, gold) updated acording the new terrain output values.
2) research status and commerce updated; the current number of beakers/gold is added to the current research project/treasury (this includes any extra beakers/gold added by the recently finished roads that did not show in the F1 screen on the previous turn - thus you can have more beakers/gold added to your project/treasury than what you might have expected based upon the previous turn statistics).
EDIT:
2.5) disorder check
- thanks, Aeson!
3) population growth resolved; the current food surpluses are added to the accumulated food storages in your cities. Those cities hitting the full storage get an extra citizen that is automatically assigned to work a tile.
4) production updated; the current number of unwasted shields is added to the production projects in your cities (this includes any extra shields generated by the newly born citizens assigned to work new tiles in Step 3 - thus you can have more shields added to your production than what you might have expected based upon shield outputs shown in the F1 screen at the end of the previous turn).
4a) should the current production be a worker or a settler, they will now be created and the corresponding number of citizens removed from the city. It seems to me (but this is something I am not sure about) that any pop-decrease effects of rushed jobs are applied at this moment.
Also, the Demographics screen obviously reflects your ranking based upon the current (read: valid at the very moment you are looking at the F11 screen) slider settings and values for your food, shield, and gold output.
And the last bit of information I have figured out and never seen mentioned... the eye-candy population count on the city screen is determined as:
5,000*(Pop*Pop+Pop) + 1,000*Stored_Food
so that a city with 5 citizens and 10 food stored will have
5,000*(5*5+5)+1,000*10=160,000 people
Can anyone with more experience than me confirm that my findings are correct, please?
Thanks in advance.
From what I have been able to figure out, the order is as follows:
1) any worker actions that were to due to finish at the end of the previous turn, are actually finished and all the output figures (food, shields, gold) updated acording the new terrain output values.
2) research status and commerce updated; the current number of beakers/gold is added to the current research project/treasury (this includes any extra beakers/gold added by the recently finished roads that did not show in the F1 screen on the previous turn - thus you can have more beakers/gold added to your project/treasury than what you might have expected based upon the previous turn statistics).
EDIT:
2.5) disorder check
- thanks, Aeson!
3) population growth resolved; the current food surpluses are added to the accumulated food storages in your cities. Those cities hitting the full storage get an extra citizen that is automatically assigned to work a tile.
4) production updated; the current number of unwasted shields is added to the production projects in your cities (this includes any extra shields generated by the newly born citizens assigned to work new tiles in Step 3 - thus you can have more shields added to your production than what you might have expected based upon shield outputs shown in the F1 screen at the end of the previous turn).
4a) should the current production be a worker or a settler, they will now be created and the corresponding number of citizens removed from the city. It seems to me (but this is something I am not sure about) that any pop-decrease effects of rushed jobs are applied at this moment.
Also, the Demographics screen obviously reflects your ranking based upon the current (read: valid at the very moment you are looking at the F11 screen) slider settings and values for your food, shield, and gold output.
And the last bit of information I have figured out and never seen mentioned... the eye-candy population count on the city screen is determined as:
5,000*(Pop*Pop+Pop) + 1,000*Stored_Food
so that a city with 5 citizens and 10 food stored will have
5,000*(5*5+5)+1,000*10=160,000 people
Can anyone with more experience than me confirm that my findings are correct, please?
Thanks in advance.
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