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Old August 14, 2002, 09:11   #1
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Super sized cities
Good Afternoon civ loving friends.

I'm a reasonably good civ player (I'm not going to claim to be the best by a long shot) with an enigma that I just can't fathom out.

I've seen saved games where people have managed to build up cities with huge populations (the biggest I've seen is a size 90 although I've heard 127 is the biggest you can get), these cities have huge food deficits so how the hell is it done???

Please help me, I must know... must know everything...please
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Old August 14, 2002, 09:36   #2
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Food caravans. The delivery of a food caravan makes the food box half full.

You can WLTKD up to size 40 with enough food and an obscene amount of luxuries. On all-grassland, you can hit size 42; four wheats would allow size 46. You'll have to use food caravans from there.

Or just edit rules.txt to change the food output of a square to something absurd (like 100). Not that it's done much outside of scenarios (or in these savegames, probably).
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Old August 14, 2002, 18:17   #3
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Yes thats it.Early on you can use granaries(Pyramids) and 1 food caravan.Later,you start to get negative food situations(famine) and you need 2 food caravans to fill the foodbox.As long as you fill the foodbox,the city will grow next turn.

You can go really high tech and setup a few cities and re-support all food caravans from them.That way only a few cities get hit with food "trade routes".
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Old August 14, 2002, 22:32   #4
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yes -- exactly right. couldnt have said it beter myself.

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Old August 16, 2002, 17:19   #5
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Quote:
Originally posted by Smash
You can go really high tech and setup a few cities and re-support all food caravans from them.That way only a few cities get hit with food "trade routes".
Isn't rehoming thought forbidden by some, not to say many
Otherwise the explanations above are perfect
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Old August 19, 2002, 23:09   #6
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Quote:
Originally posted by Vlad Antlerkov
Food caravans. The delivery of a food caravan makes the food box half full.

You can WLTKD up to size 40 with enough food and an obscene amount of luxuries. On all-grassland, you can hit size 42; four wheats would allow size 46. You'll have to use food caravans from there.

Or just edit rules.txt to change the food output of a square to something absurd (like 100). Not that it's done much outside of scenarios (or in these savegames, probably).
Wow, size 40 I only ever got one like that once and I was using caravans to keep it alive. Changing rules text allows you to make different output too? Should it be changed to make better the game (has anyone ideas on how)?
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Old August 20, 2002, 18:49   #7
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Size 100 think I`ve much more to learn here.

But the hint with the food-caravan is a good one.
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Old August 23, 2002, 14:13   #8
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with Master of orion scenario u can make a city totally suurounded with orion planets that puts out alot of food
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Old August 23, 2002, 18:03   #9
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Or... with Fantastic Worlds you can edit the terrain and let grasslands have +1000 food
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Old August 25, 2002, 22:09   #10
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Large numbers tend to break the game… never tried a 2 digit number for a tile resource value.
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Old August 26, 2002, 06:39   #11
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Quote:
Originally posted by DarkCloud
Or... with Fantastic Worlds you can edit the terrain and let grasslands have +1000 food
Yup it's a good way to simulate genetic engineering.
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Old August 26, 2002, 08:00   #12
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There's never really a *need* per se of 100+ size cities though is there? Unless you want an unbelievably inflated high score for youself...
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Old August 26, 2002, 10:10   #13
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Quote:
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There's never really a *need* per se of 100+ size cities though is there? Unless you want an unbelievably inflated high score for youself...
That's correct. Only 21 squares (pop 20) can be worked in the city radius, and only 16 specialists (taxmen, elvii) can be created. So beyond pop 37, you can only have entertainers, and all they do is add to your score.
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Old September 2, 2002, 06:35   #14
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No-one has yet mentioned the 'Food Caravan Trick' so i shall sketch it in... City A sends FCs to City B which sends FCs to City C, which (you've guessed it!) sends FCs to City A ... all three cities grow (without limit [up to 127] as long as funds for caravan rushing are available)

However, the micromanagement required is mind boggling and simply not worth the candle...

SG[1] - tired even thinking about it....
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Old September 2, 2002, 16:18   #15
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But just wondering, isn't there a limit on Maximum population for a nation?
I seem to remember that somewhere.

I know there is a city cap- 512 or 450 or something, but a pop cap?
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Old September 3, 2002, 11:03   #16
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254 maximum cities, 127 maximum size, civ population "rolls over" above 32,767 ×*10,000.
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Old September 3, 2002, 23:05   #17
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It stops recording?
Goes to Zero?

But it doesn't crash the game like 254 max cities does it?

Thank you for providing the numbers

Just wondering Straybow- what was your old login name?
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Old September 4, 2002, 12:42   #18
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Yes, civ pop goes to zero and starts over (truncates high bit). I didn't know that 255th city would crash the game.

Original name "don Don" (taken from a Cheech and Chong character Don de Don Don)
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Old September 4, 2002, 13:07   #19
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I can advise that ToT at least, does not crash after the 255th city. Instead, when you try to found a 256th (255th?) city, a popup saying 'too many cities' or words to that effect, appears.

I have never had that many cities in any but a ToT game with multiple maps - so I can't vouch for MGE or 2.42.
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Old September 4, 2002, 13:48   #20
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MGE has that popup as well and so I would imagine does the earlier versions.
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