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Old January 9, 2000, 11:48   #1
KenThur
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Here's 1 for all U "unhappy" deities: what are...
the EXACT consequences of a city going into civil disorder?

Acc to the manual; Cities IN disorder "produce no" tax, research, food, & "suspends" production.

However, from what i'v seen; Cities GOING INTO disorder produce ALL(?) the above.
1st Q: is that true? including gold & beckers?

The turn coming OUT OF (assuming U do something about it) the city still produces food (but won't allow a pop increase), definately doesn't produce any shields, & SEEMS(?) to not add to the gold or research?
2nd Q: is that true? including no gold or beckers?
3rd Q: can anything clever be done about the gold or research? ala, rush-completing a building so it finishes even tho the city produced 0 shields. Just read a use-of-the-specialists thread that indicated that perhaps beckers or gold produced using them will still apply?

4th Q: has anyone figured out / found in manual (i couldn't) a general rule of thumb (something short of a complex calculation) for knowing if the next pop added will cause disorder? or is it "cost-effective" to play it safe & pull a worker to entertain everyone just before the pop increases?

Please; answers, educated guesses, or at least, opinions.
Inquiring minds want to know.

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Old January 9, 2000, 12:10   #2
mingko
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Educated guess here:
1) True. The checking of city disorder occurs after production, from my playing experience.
2) I have not checked about the food produced. But for tax, science, production are all suspended. Military units cannot be bought.
3) No apparent use for city going into disorder. Most likely you can cure it by turning 1 pop to entertainer.
4) For deity level, you can check some other threads concerning happiness. As I remembered, there is no confirmed result on this other than the fact that: the more cities you have, the more citizens will be unhappy.
It will be something like A 24-cities republic will have all the cities 1st citizen to be very unhappy.
 
Old January 9, 2000, 15:59   #3
Smash
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If I'm not sure I will hire an Elvis and adjust after the new citizen arrives.Beats going into disorder.
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Old January 9, 2000, 20:08   #4
finbar
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Qs 1-3. They have been answered - or at least debated - in another thread somewhere in either this or the MP Forum. Sorry, can't remember which.

4. There is a formula for calculating when the next citizen's going to tip you into revolt, but it's complicated by the presence or otherwise of happiness Wonders and/or improvements. But you can fairly easily tell when the next new citizen's going to tip you over. I usually whip an Elvis into action. Or, if need by, wheel out a happiness improvement.

BTW, there is a formula for calculating the appearance of an unhappy as your first citizen as your empire spreads. Unfortunately, the formula listed in the Official Strategy Guide is wrong. Dave V proved that. Various others more arithmetically inclined than I offered alternative formulae. Bottom line: whatever the formula is, it's incredibly complicated and would defeat anyone without a degree in Maths.

On Deity, under Republic, from memory, it's about your 10th or 12th city that produces an unhappy as its first citizen. I must take more note of these things.

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Old January 9, 2000, 20:26   #5
Aurelius
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1: True to my experience. Civil Disorder (CD) penalty occurs after the first turn.

2: I swear I get in big trouble during a war when I capture a city...it's then in civil disorder (maybe because I'm a democracy)....sometimes the city food box is full and on the next turn, the city grows and I don't have enough happy factor to keep the new town from going into a second turn of civil disorder--thus my government collapse So I think cities do grow during civil disorder...but not during 'President's day celebrations'. I operate from the belief that population can grow through a food accumulation.

3: No, but would love to hear about a way to make science and gold work coming out of CD.

4: Some folks did an interesting break down of the government critical level happy factor--for lack of a better description In other words, there is a point related to population in which various governments at diety level will affect happiness. I can't remember the details but it is a bit complex.

Ah, just found the smartfart's 'magic number' thread: http://apolyton.net/forums/Forum3/HT...tml?date=00:50

My wartime macromanagement scheme is to turn up luxuries so as not to allow conquested cities to go into a second turn of civil disorder. I also use the elvis'. Or rush buy improvements.

Your last question brings up an interesting question. In OCC, I will sell off a collaseum and turn off luxuries just prior to completing Shakespeare. But in a multicity game, I will NOT turn down luxuries to compensate for the impending completion of MC or JS or any happy factor wonder. So how is the order of completion of city improvements/wonders determined? By order of city founding date?

Aurelius.


<font size=1 face=Arial color=444444>[This message has been edited by Aurelius (edited January 09, 2000).]</font>
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Old January 9, 2000, 21:46   #6
mingko
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Completion of improvement is by reversal chronological order.of city found date.
 
 

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