May 5th, 2014, 20:08
(This post was last modified: May 5th, 2014, 20:17 by NobleHelium.)
Posts: 13,237
Threads: 25
Joined: Oct 2010
(May 4th, 2014, 21:50)scooter Wrote: ![[Image: t233_evil_plan.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t233_evil_plan.JPG)
You know I just noticed that you have a -1 food surplus yet have 2f contribution towards the settler (due to the unhappy citizen). Interesting. Counting the tiles it looks like your normal surplus is -3f? Which means you are getting 2f for free AND 2f converted into hammers? Is that right?
(May 4th, 2014, 21:50)scooter Wrote: Badly needed - I had 6 unhappy faces due to WW in quite a few cities. Pretty brutal considering how much WW has been toned down in RBMod.
Except it hasn't been toned down. Jails were just buffed to reduce more of it, and SoZ was changed, but no other changes were made.
May 5th, 2014, 20:40
(This post was last modified: May 5th, 2014, 20:40 by SevenSpirits.)
Posts: 7,767
Threads: 94
Joined: Oct 2009
That's truly bizarre. Food surplus looks like -1 to me from counting btw. 30f produced - 30f eaten -1f from unhealth = -1, that checks out.
So I guess when it gets to the settler production step it goes 30f - 28f eaten by happy citizens and screw unhealth? I thought unhealth would affect this too.
Posts: 13,237
Threads: 25
Joined: Oct 2010
Oh yes, I forgot about the city tile. Unhealth doesn't affect the second calculation because it's treating the city as if it had 14 citizens, I guess?
Posts: 7,767
Threads: 94
Joined: Oct 2009
Oh, that makes sense. What a crazy coincidence.
May 5th, 2014, 22:50
(This post was last modified: May 5th, 2014, 22:50 by scooter.)
Posts: 15,436
Threads: 115
Joined: Apr 2007
You know, I noticed exactly that (the +2F) when I was playing the turn, and I simply forgot to ask the lurker hivemind about it. Also, I may just be sleep-deprived, but I read your comments like 5x each and I'm still not sure what's happening here. Why is it treating the city as if it has 14pop for the purposes of settler building? Does settler building only check happy citizens?
May 5th, 2014, 23:47
(This post was last modified: May 5th, 2014, 23:47 by SevenSpirits.)
Posts: 7,767
Threads: 94
Joined: Oct 2009
Yeah. In the growth phase it counts all citizens, but in the production phase it only counts happy citizens. I didn't know until now that that applies to unhealth from those unhappy citizens, too, assuming we are correct.
Posts: 15,436
Threads: 115
Joined: Apr 2007
Another day in the soap opera that is PB13.
"Not Today" was gifted to Azza by dtay. Azza already owns "Does Not Exist" clear down at the south pole which I was about to go track down, but now I've got to both locate AND conquer this city clear up at the north pole. First I demanded dtay's world map from him. Then I sent him this.
All coastal cities. That should make my feelings clear.
Posts: 15,436
Threads: 115
Joined: Apr 2007
By the way, I'm almost certain this game ends in a draw. Known tech bonus means there is almost no chance anyone is going to concede. It's just impossible for Plako or Mackoti (or me for that matter) to break away from the others. I guess we could see a full-on space race, but even if Mackoti or Plako or I add another 20 cities, it won't be enough really.
Posts: 874
Threads: 10
Joined: Oct 2013
Hah! That's a good use of incense (I tried something similar in Pb16 pretty pointlessly with Seven/Krill)
How much WW have you accrued from Azza?
Posts: 4,831
Threads: 12
Joined: Jul 2010
 wonder if dtay will figure out you are incensed!
|