September 19th, 2013, 15:12
(This post was last modified: September 19th, 2013, 15:13 by Fintourist.)
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(September 19th, 2013, 15:09)Krill Wrote:
- You finish the worker
- You finish the worker and grow to size 4 [with 13 food in the box if granary present]
- You finish the worker to size 4 [with 14 food in the box if granary present]
Ok... what do I have to do to lose those 2 foodhammers..?
September 19th, 2013, 15:18
(This post was last modified: September 19th, 2013, 15:20 by SevenSpirits.)
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(September 19th, 2013, 15:07)Fintourist Wrote: (September 19th, 2013, 15:01)SevenSpirits Wrote: But then, unless you are (un?)lucky enough to have a breakeven food setup with your three best tiles, you lose 2fh into the settler when you grow due to the weird mechanics of growth under stagnation. I mean it can be good but it's often not.
Can someone remind me how this exactly worked? Let's say I whip the settler and end up with
a) 25/26
b) 26/26
c) 27/26 food in the box.
First you calculate food. (If you produce positive food but are building a worker/settler, it's ignored.)
Then you grow. The new citizen won't be producing anything this turn. He won't be eating either, because you already calculated food.
Then you calculate production. If you are building a worker/settler and have positive net food, production is increased by your net food. Because you've already grown at this point, the net food calculation includes the new citizen eating.
Therefore if your net food before growth is 2+, foodhammers will be reduced by 2. If it's 1, foodhammers will be reduced by 1. If it's 0 or negative, foodhammers will not be reduced.
Edit: It's not dependent on how much food is in the box before ending turn, except insofar as that determines whether you grow or not.
September 19th, 2013, 15:21
(This post was last modified: September 19th, 2013, 15:24 by suttree.)
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Thankyou, now I understand.
So Krill is right, but overflow is diminished by min{2, netfood}
September 19th, 2013, 15:22
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(September 19th, 2013, 15:12)Krill Wrote: Does that take into account what each new tile can do though, or about tile swapping between cities?
I'm a bit confused why you're asking the question in the first place, given how complex and varied the viable answers are with tile swapping involved.
I've done it a few times in my games, I guess those are examples?
September 19th, 2013, 15:22
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I see. Thanks for the explanation!
September 19th, 2013, 15:26
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(September 19th, 2013, 15:22)SevenSpirits Wrote: (September 19th, 2013, 15:12)Krill Wrote: Does that take into account what each new tile can do though, or about tile swapping between cities?
I'm a bit confused why you're asking the question in the first place, given how complex and varied the viable answers are with tile swapping involved.
I've done it a few times in my games, I guess those are examples?
Well, the tile swapping point was just as a rhetorical question, but I suppose the tiles that the new pop can work, such as a grass hill mine or a fp cottage are actually relevant.
So as an example, if a size city has two irrigated corn, it makes 10 food surplus. The third tile merely needs to be food neutral, but if it were a floodplain, it would be affect the tiles that could be worked at sizes 4 and 5, which would affect the output that hence affects the production of the warrior during growth.
(Basically, I wanted someone to point out exactly what tile combinations make the perfect cycle possible).
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September 19th, 2013, 16:41
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(September 19th, 2013, 15:09)Commodore Wrote: (September 19th, 2013, 13:41)WilliamLP Wrote: Can religion spread without open borders? I've heard conflicting information about this - that article seems to say no. Religion spreads if there is a trade route and no Theocracy, OB has no effect.
Except for SP, naturally, where AIs go missionary-mad and spread their religion like herpes at Comic-Con.
The way things are going for me I'd love to meet the wrong girl and make a terrible life decision at Comic-Con!
Anyway thanks for clearing that up, I just looked at:
Quote:Trade Network connected means almost what it sounds like; there must be a connection between the converted city and the holy city - that is, the cities must be part of the same plot group. Plot groups are determined by explicit routes (roads, railroads), and terrain routes (oceans, rivers, coastline). These latter types depend on which technologies have been discovered by the owner(s) of the cities. Why almost? Because cities can connect through a closed border.
And I read the "can connect" as "cannot connect" .
September 21st, 2013, 21:21
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If you whip a unit and then a chop finishes on the same turn, do the chop hammers persist into the overflow?
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
September 22nd, 2013, 00:17
(This post was last modified: September 22nd, 2013, 00:28 by superjm.)
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(September 21st, 2013, 21:21)Dhalphir Wrote: If you whip a unit and then a chop finishes on the same turn, do the chop hammers persist into the overflow?
Yes, a hammer chop is simply a flat increase in the base production of the city for that turn. Just imagine there's a free 30-hammer tile the city gets to work for only that turn (wealth/research/culture building notwithstanding) when a forest gets chopped, so on its own it's not affected by the slavery mechanics. If I recall, the only way for a city to lose hammers outside of decay or wonder failgold is if the overflow (before reverse applying multipliers) exceeds the hammer cost of the item that was just completed. Incidentally it's my understanding that the game's behavior when that happens is kind of buggy, perhaps someone else can explain it better.
September 22nd, 2013, 02:19
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(September 21st, 2013, 21:21)Dhalphir Wrote: If you whip a unit and then a chop finishes on the same turn, do the chop hammers persist into the overflow?
Yes they do unless the chop+overflow+normal production generate more overflow hammers than the value of the unit you're finishing. Overflow hammers above the value of the produced unit/building will go to trash bin. There are some excpetions, but this is valid in most cases.
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