LM

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I'm having trouble getting the govenor to work. That is, when I set it
to food and nothing else (not production, not commerce), I expect it to
fill up the food producing squares first, then put people on the other
squares.
It does no such thing. It always fills up the production squares first
no matter what I select. This is frustrating! I want my cities to grow
and produce highly, not stagnate and produce moderately.
Has anyone else had this problem? How is it fixed? I'm running 1.22.

Thanks!

Lance
 
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"LM" <monarch@airmail.net> wrote in message
news:2ff5u09m1ioooi2gg00t0keehj140gfp4m@4ax.com...
> I'm having trouble getting the govenor to work. That is, when I set it
> to food and nothing else (not production, not commerce), I expect it to
> fill up the food producing squares first, then put people on the other
> squares.
> It does no such thing. It always fills up the production squares first
> no matter what I select. This is frustrating! I want my cities to grow
> and produce highly, not stagnate and produce moderately.
> Has anyone else had this problem? How is it fixed? I'm running 1.22.

The governor is mediocre at best in all versions of civ. It inherently tries
for a balance with a *tendency* towards whatever you set it for. It won't
give up shields completely in favor of food even if that is what you want it
to do. You must micromanage any cities you want to imbalance one way or the
other.
 
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let them grow to max size, then change to production?

--
From Adam Webb, Overlag
www.tacticalgamer.com
CS:SOURCE server now active :D
"LM" <monarch@airmail.net> wrote in message
news:2ff5u09m1ioooi2gg00t0keehj140gfp4m@4ax.com...
> I'm having trouble getting the govenor to work. That is, when I set it
> to food and nothing else (not production, not commerce), I expect it to
> fill up the food producing squares first, then put people on the other
> squares.
> It does no such thing. It always fills up the production squares first
> no matter what I select. This is frustrating! I want my cities to grow
> and produce highly, not stagnate and produce moderately.
> Has anyone else had this problem? How is it fixed? I'm running 1.22.
>
> Thanks!
>
> Lance
>


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LM

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May 13, 2004
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Well, doggone it Firaxis, or whoever did the actual software. It's not
that hard of an algorithm to program.
Go back and get it right.
Same for the build queue, while I'm at it. Doesn't crash, but doesn't
provide much functionality either. Go back to your desk and do it over.

It seems it worked before, with vanilla or maybe ptw. Citizens used to
pop to different locations whenever you quit the governor screen. No
more. I haven't seen that happen with c3c.

On Mon, 10 Jan 2005 16:14:24 -0500, "The Stare"
<wat1@not.likely.frontiernet.net> wrote:

>"LM" <monarch@airmail.net> wrote in message
>news:2ff5u09m1ioooi2gg00t0keehj140gfp4m@4ax.com...
>> I'm having trouble getting the govenor to work. That is, when I set it
>> to food and nothing else (not production, not commerce), I expect it to
>> fill up the food producing squares first, then put people on the other
>> squares.
>> It does no such thing. It always fills up the production squares first
>> no matter what I select. This is frustrating! I want my cities to grow
>> and produce highly, not stagnate and produce moderately.
>> Has anyone else had this problem? How is it fixed? I'm running 1.22.
>
>The governor is mediocre at best in all versions of civ. It inherently tries
>for a balance with a *tendency* towards whatever you set it for. It won't
>give up shields completely in favor of food even if that is what you want it
>to do. You must micromanage any cities you want to imbalance one way or the
>other.
 

LM

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That's the point.
I have several cities that have stopped growing (or only up by one or
two wheat), yet that have plenty of empty irrigated land around if only
they would leave the mines and become farmers.
I told the governor to concentrate on food alone, but do they listen?
Noooo.

On Mon, 10 Jan 2005 18:12:48 -0000, "Adam Webb"
<adam@ajmysecondname.eclipse.co.uk> wrote:

>let them grow to max size, then change to production?
>
>From Adam Webb, Overlag
>www.tacticalgamer.com
>CS:SOURCE server now active :D
>"LM" <monarch@airmail.net> wrote in message
>news:2ff5u09m1ioooi2gg00t0keehj140gfp4m@4ax.com...
>> I'm having trouble getting the govenor to work. That is, when I set it
>> to food and nothing else (not production, not commerce), I expect it to
>> fill up the food producing squares first, then put people on the other
>> squares.
>> It does no such thing. It always fills up the production squares first
>> no matter what I select. This is frustrating! I want my cities to grow
>> and produce highly, not stagnate and produce moderately.
>> Has anyone else had this problem? How is it fixed? I'm running 1.22.
>>
>> Thanks!
>>
>> Lance
 
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"LM" <monarch@airmail.net> wrote in message
news:c6m6u093etv7j9sdvb0pnhqba92js7o4k7@4ax.com...
> Well, doggone it Firaxis, or whoever did the actual software. It's not
> that hard of an algorithm to program.
> Go back and get it right.
> Same for the build queue, while I'm at it. Doesn't crash, but doesn't
> provide much functionality either. Go back to your desk and do it over.
>
> It seems it worked before, with vanilla or maybe ptw. Citizens used to
> pop to different locations whenever you quit the governor screen. No
> more. I haven't seen that happen with c3c.
>

It doesn't do any good to bitch about it. Firaxis broke C3C and they aren't
gonna fix it. We just need to learn to work with what we have.
 
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what's really aggravating is the constant riots that happen when a city
grows by one. do i have to manually check all my 30 cities to make sure
whichever ones are poised to grow the coming turn are extra happy?

this is horseshit; happiness levels should be maintained automatically
as a city grows.

generally speaking, improved government would cut many hours of
gameplay and allow us to focus on strategy.
 
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what's really aggravating is the constant riots that happen when a city
grows by one. do i have to manually check all my 30 cities to make sure
whichever ones are poised to grow the coming turn are extra happy?

this is horseshit; happiness levels should be maintained automatically
as a city grows.

generally speaking, improved government would cut many hours of
gameplay and allow us to focus on strategy.
 
G

Guest

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

what's really aggravating is the constant riots that happen when a city
grows by one. do i have to manually check all my 30 cities to make sure
whichever ones are poised to grow the coming turn are extra happy?

this is horseshit; happiness levels should be maintained automatically
as a city grows.

generally speaking, improved government would cut many hours of
gameplay and allow us to focus on strategy.
 
G

Guest

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

On 12 Jan 2005 09:56:48 -0800, commandoLine@yahoo.com wrote:

>what's really aggravating is the constant riots that happen when a city
>grows by one. do i have to manually check all my 30 cities to make sure
>whichever ones are poised to grow the coming turn are extra happy?
>
>this is horseshit; happiness levels should be maintained automatically
>as a city grows.
>
>generally speaking, improved government would cut many hours of
>gameplay and allow us to focus on strategy.

If you have the governor set to manage moods, happiness will be
automatically corrected if possible.

If it cannot be corrected -- there isn't enough food to support
converting citizens to entertainers -- you'll have to cope with it.
If you're in a Democracy and that happens, you're close to collapse to
anarchy. Otherwise, you just have a lot of unhappy people, and need
to do something to fix that (same in a Democracy, it is just much more
serious then).

--
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** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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Jeffery S. Jones <jeffsj@execpc.com> wrote in
news:dodbu0damp3qh4d2m4sj462jsvv7or3org@4ax.com:

> On 12 Jan 2005 09:56:48 -0800, commandoLine@yahoo.com wrote:
>
>>what's really aggravating is the constant riots that happen when a
>>city grows by one. do i have to manually check all my 30 cities to
>>make sure whichever ones are poised to grow the coming turn are
>>extra happy?
>>
>>this is horseshit; happiness levels should be maintained
>>automatically as a city grows.
>>
>>generally speaking, improved government would cut many hours of
>>gameplay and allow us to focus on strategy.
>
> If you have the governor set to manage moods, happiness will be
> automatically corrected if possible.
>
> If it cannot be corrected -- there isn't enough food to support
> converting citizens to entertainers -- you'll have to cope with
> it.

The governor also has trouble dealing with unhappiness resulting
from war weariness.

But apart from those two factors, the governor is quite good at
dealing with normal unhappiness. Although it would be nice to be able
to control citizen specialists in size 21+ cities while leaving the
governor in charge of the happiness for the "working" population.

--
ICQ: 8105495
AIM: KeeperGFA
EMail: thekeeper@canada.com
"If we did the things we are capable of,
we would astound ourselves." - Edison
 
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Well, the AI is generally good enough to keep cities out of unrest, but
it's quite inefficent. The times it's bad is when there would be
starving on it's own. A human could often solve that issue by adjusting
the next city over to free up some food for that problem city, fix the
problem city, and then adjust that other city.

Often, just hiring any specalist is enough. AI will always make it an
entertainer.

AI also has no understanding of when to use Scientist vs Taxmen vs
Police Men vs Civil Engineer for a city thats too big to work all
tiles.

It will ignore PM & CE entirely, and then just decide between S & TM
based on percentage currently going to science, instead of checking if
it would save a turn off in Science rate. (This inefficently is lost in
the bigger inefficently of AI not micromanaging the science slider and
also it generally being better to use either a PM or CE with those
techs.)

I'm really hoping though that they abolish min & max times to research
+ calculate tresury one city at a time to eliminate the need to
micromangage science for Civ 4. It's almost as bad as "whack a mole"
with polution.
 
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On 12 Jan 2005 09:56:48 -0800, commandoLine@yahoo.com wrote:

>what's really aggravating is the constant riots that happen when a city
>grows by one. do i have to manually check all my 30 cities to make sure
>whichever ones are poised to grow the coming turn are extra happy?
>
>this is horseshit; happiness levels should be maintained automatically
>as a city grows.
>
>generally speaking, improved government would cut many hours of
>gameplay and allow us to focus on strategy.

Let the govenor manage mood. They do that fine.