We Love the King Day

Archived from groups: alt.games.civ3 (More info?)

I noticed something in my last game that has me wondering. For some reason
that I have been unable to discern, certain of my cities that were producing
just fine, in WLKD, and were at even in regards to food(intake/consumption)
will suddenly be producing deficit food and lose the WLKD status. At first
I thought it was due to pollution, or other cities co-opting tiles, but then
I noticed that some of the cities were using all 21 tiles, and were now
running negative food supplies. I wasn't using automated workers, so they
didn't adjust tile production while I wasn't watching. The only thing I can
think of is that maybe I had too many "specialty" citizens, and that brought
the city out of WLKD, which then caused the city to produce less food, but
the Civolopedia didn't mention food production as a bonus for WLKD. Did I
misread the entry, or am I missing something else? It's Conquests version
1.22, or whatever is most recent.
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More about love king
  1. Archived from groups: alt.games.civ3 (More info?)

    "No" <sith.spawn@comcast.net> wrote in message
    news:Q-CdneoEVtPpRNncRVn-rA@comcast.com...
    >I noticed something in my last game that has me wondering. For some reason
    >that I have been unable to discern, certain of my cities that were
    >producing just fine, in WLKD, and were at even in regards to
    >food(intake/consumption) will suddenly be producing deficit food and lose
    >the WLKD status. At first I thought it was due to pollution, or other
    >cities co-opting tiles, but then I noticed that some of the cities were
    >using all 21 tiles, and were now running negative food supplies. I wasn't
    >using automated workers, so they didn't adjust tile production while I
    >wasn't watching. The only thing I can think of is that maybe I had too
    >many "specialty" citizens, and that brought the city out of WLKD, which
    >then caused the city to produce less food, but the Civolopedia didn't
    >mention food production as a bonus for WLKD. Did I misread the entry, or
    >am I missing something else? It's Conquests version 1.22, or whatever is
    >most recent.

    The city must have at least 0 food surplus.
  2. Archived from groups: alt.games.civ3 (More info?)

    It did, was running fine with no deficit or surpluss, then changed for no
    reason that I can discern.


    "The Stare" <wat1@not.likely.frontiernet.net> wrote in message
    news:sh51d.6128$rT.1205@news02.roc.ny...
    >
    > "No" <sith.spawn@comcast.net> wrote in message
    > news:Q-CdneoEVtPpRNncRVn-rA@comcast.com...
    >>I noticed something in my last game that has me wondering. For some
    >>reason that I have been unable to discern, certain of my cities that were
    >>producing just fine, in WLKD, and were at even in regards to
    >>food(intake/consumption) will suddenly be producing deficit food and lose
    >>the WLKD status. At first I thought it was due to pollution, or other
    >>cities co-opting tiles, but then I noticed that some of the cities were
    >>using all 21 tiles, and were now running negative food supplies. I wasn't
    >>using automated workers, so they didn't adjust tile production while I
    >>wasn't watching. The only thing I can think of is that maybe I had too
    >>many "specialty" citizens, and that brought the city out of WLKD, which
    >>then caused the city to produce less food, but the Civolopedia didn't
    >>mention food production as a bonus for WLKD. Did I misread the entry, or
    >>am I missing something else? It's Conquests version 1.22, or whatever is
    >>most recent.
    >
    > The city must have at least 0 food surplus.
    >
    >
  3. Archived from groups: alt.games.civ3 (More info?)

    "No" <sith.spawn@comcast.net> wrote in
    news:GeydnaLPjc-TcdncRVn-qw@comcast.com:

    > It did, was running fine with no deficit or surpluss, then changed
    > for no reason that I can discern.

    Check your autosaves. Something must have changed. Or you don't
    quite remember it right.

    --
    ICQ: 8105495
    AIM: KeeperGFA
    EMail: thekeeper@canada.com
    "If we did the things we are capable of,
    we would astound ourselves." - Edison
  4. Archived from groups: alt.games.civ3 (More info?)

    In article <Q-CdneoEVtPpRNncRVn-rA@comcast.com>, "No" <sith.spawn@comcast.net> wrote:
    >I noticed something in my last game that has me wondering. For some reason
    >that I have been unable to discern, certain of my cities that were producing
    >just fine, in WLKD, and were at even in regards to food(intake/consumption)
    >will suddenly be producing deficit food and lose the WLKD status. At first
    >I thought it was due to pollution, or other cities co-opting tiles, but then
    >I noticed that some of the cities were using all 21 tiles, and were now
    >running negative food supplies. I wasn't using automated workers, so they
    >didn't adjust tile production while I wasn't watching. The only thing I can
    >think of is that maybe I had too many "specialty" citizens, and that brought
    >the city out of WLKD, which then caused the city to produce less food, but
    >the Civolopedia didn't mention food production as a bonus for WLKD. Did I
    >misread the entry, or am I missing something else? It's Conquests version
    >1.22, or whatever is most recent.

    First question, what is your Governor setting?

    I'd check the following

    1) Did you change your Luxury slider? If you increased Science or Taxes you
    may have accidentally reduced Luxuries.

    2) Loss of a Luxury. Did you stop importing a Luxury? Has a Barbarian
    (or Privateer) stopped a local Luxury? Has there been a shift in the border?

    3) War Weariness. Are you at war with anyone?

    4) Did you move a unit that was acting as an MP out of the city?

    5) Did you change your orders to your Governors? You may have told them to
    not emphasis food.

    6) Did you build or acquire another city that is closer to your Capital or
    Forbidden Palace that the city in question? If so corruption may have increased
    in some of the old cities. That can alter happiness.


    Sound very odd to me.


    Mike G
  5. Archived from groups: alt.games.civ3 (More info?)

    "No" wrote
    > It did, was running fine with no deficit or surplus, then changed for no
    > reason that I can discern.

    You didn't have a Grass Square turn into a Plains Square from Global Warming
    ?

    Or the city might have an Odd Food Supply, which makes the city produce 1
    citizen too many, then starve them, then recreate, than starve.. you get the
    picture.
    Make a Worker and see if that fixes it

    --
    John Simpson
    http://nighthawk.mine.nu/

    "Quantum Physics: The dreams stuff is made of."
  6. Archived from groups: alt.games.civ3 (More info?)

    The global warming is a possibility, if I missed the message. The reason I
    noticed the problem in the first place is that I was watching all of the
    cities that were producing less than zero food due to pollution. All of a
    sudden, cities that had no pollution showed up on the list, which is what
    prompted my question. I'd been trying to manage the ones where they were
    losing one food per turn, and making sure ones that had pollution were back
    to producing, so the unexplained ones were noticable. I'm going to replay
    the last hundred turns again and watch for global warning messages I might
    have missed. Thanks.

    "John Simpson" <I.Am@Melbourne.au> wrote in message
    news:ci42i9$99g$1@merki.connect.com.au...
    > "No" wrote
    >> It did, was running fine with no deficit or surplus, then changed for no
    >> reason that I can discern.
    >
    > You didn't have a Grass Square turn into a Plains Square from Global
    > Warming
    > ?
    >
    > Or the city might have an Odd Food Supply, which makes the city produce 1
    > citizen too many, then starve them, then recreate, than starve.. you get
    > the
    > picture.
    > Make a Worker and see if that fixes it
    >
    > --
    > John Simpson
    > http://nighthawk.mine.nu/
    >
    > "Quantum Physics: The dreams stuff is made of."
    >
    >
  7. Archived from groups: alt.games.civ3 (More info?)

    On Mon, 13 Sep 2004 09:16:04 -0500, "No" <sith.spawn@comcast.net>
    wrote:

    >The global warming is a possibility, if I missed the message. The reason I
    >noticed the problem in the first place is that I was watching all of the
    >cities that were producing less than zero food due to pollution. All of a
    >sudden, cities that had no pollution showed up on the list, which is what
    >prompted my question. I'd been trying to manage the ones where they were
    >losing one food per turn, and making sure ones that had pollution were back
    >to producing, so the unexplained ones were noticable. I'm going to replay
    >the last hundred turns again and watch for global warning messages I might
    >have missed. Thanks.

    You are going to replay 100 turns for that?
  8. Archived from groups: alt.games.civ3 (More info?)

    No, I'm replaying the last 100 turns to see if attacking the last rival gets
    me a better score. While I do, I'll watch for global warning messages. So
    far I've played 40 turns (Call of Duty: United Offensive came out, so it may
    be a while). It still seems to be happening, although not as much. I
    switched to Communism for the assault. Not sure if that is why, or if I
    haven't played far enough.


    "P12" <nomail@all.com> wrote in message
    news:h48nk05hgj3immlp88o0hlgnfd968q9r08@4ax.com...
    > On Mon, 13 Sep 2004 09:16:04 -0500, "No" <sith.spawn@comcast.net>
    > wrote:
    >
    >>The global warming is a possibility, if I missed the message. The reason
    >>I
    >>noticed the problem in the first place is that I was watching all of the
    >>cities that were producing less than zero food due to pollution. All of a
    >>sudden, cities that had no pollution showed up on the list, which is what
    >>prompted my question. I'd been trying to manage the ones where they were
    >>losing one food per turn, and making sure ones that had pollution were
    >>back
    >>to producing, so the unexplained ones were noticable. I'm going to replay
    >>the last hundred turns again and watch for global warning messages I might
    >>have missed. Thanks.
    >
    > You are going to replay 100 turns for that?
  9. Archived from groups: alt.games.civ3 (More info?)

    Does any one knoa about a general strategy or a strategy description
    website, for I can surve some centuries in this games ?

    I use to get good score at the begening (before middle age), but after this
    stage, I dye because I miss gold or because another civilization military
    stronger than me invades my country...

    Thank you in advance if you have any tip, for I can survive such problems :)
    Im quite anoyed by this problem and don't have so much time to try and try
    again :)
  10. Archived from groups: alt.games.civ3 (More info?)

    "laurent.barnes" <laurent.barnes@wanadoo.fr> wrote in message
    news:41535dcf$0$751$8fcfb975@news.wanadoo.fr...
    > Does any one knoa about a general strategy or a strategy description
    > website, for I can surve some centuries in this games ?
    >
    > I use to get good score at the begening (before middle age), but after
    > this
    > stage, I dye because I miss gold or because another civilization military
    > stronger than me invades my country...
    >
    > Thank you in advance if you have any tip, for I can survive such problems
    > :)
    > Im quite anoyed by this problem and don't have so much time to try and try
    > again :)

    Check out the War Academy at www.civfanatics.com

    You can always ask specific questions here for quick answers too :)
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