![]() In this case you can access the work list for that city and specify several products at once the city will produce them in the order specified without any further intervention. ![]() Often you will instruct the city to work on something else instead, but this wastes time and attention if you already know the next several items the city should produce. When a city completes a unit it normally starts producing another of the same type, and after completing a building or wonder, chooses a different one to build new cities start work upon the best available defensive unit. ![]() The wonders King Richard's Crusade and Hoover Dam also affect production. Several buildings enhance production note that each city can have only one of the four power plants: Instead of producing a building or unit, the city will use its labor to produce one gold piece per turn for each production point it generates. Should you need gold instead of production points, you can direct cities to mint coinage. The cost is multiplied by two again if production of this item hasn't started yet. The cost is multiplied by two if the project is a wonder. The formula for everything else (buildings, wonders, etc.) is: twice the difference between the total production needed and the accumulated production points. The formula for units is: twice the difference between total production needed and the accumulated production points plus the square of that difference divided by twenty. You can spend gold to complete a project in one turn by hitting the buy button on the city dialogue the game allows you to confirm the cost before charging your treasury. You can always change the product on which a city is working, though you lose half of the accumulated production points when switching from a building, unit, or wonder to a product from one of the other two categories (although if you change production the turn immediately after completing an item, you won't lose any of the production points that were left over from that turn). A city cannot build a settler with its last citizen unless you enable this by adjusting its City Options, in which case the city will disband when the unit is completed. Note that building settlers requires not only production points, but a citizen as well. Be careful - the game even gives you the freedom to produce units you cannot support and buildings whose upkeep you cannot afford, both of which will be disbanded immediately after completion. Any leftover production points remain available to be applied towards the next project.Įach player is free to build any products that his technology has made available, with a few restrictions: each city can have only one of each building some buildings require that others be built first and each wonder can only be completed by one civilization per game. Products appear in their city when complete - units appear on the map while buildings and wonders are added to their city's list of structures. Just as food points accumulate in the city granary and yield a citizen when it reaches full, so production points accumulate until the cost of the product has been achieved. Points in excess of any required by the city's units are applied towards whichever unit, building, or wonder has been selected as the city's current product. If city production drops too low, the units that cannot be supported are disbanded. ![]() ![]() They are demanded first by any military units, settlers, workers or engineers supported by the city each unit costs one production point per turn, though under autocratic regimes each city supports a few units for free. There are three buildings and one wonder which enhance food production:Įvery city generates at least one production point per turn. But since granary capacity increases with population, each citizen is more costly than the last, making this mode of growth important only for small cities. When food is needed but none remains, the city population starves, killing settlers first, followed by citizens, until the food deficit ends.Įxcess food can increase the population: the city granary has a limited capacity, and when it reaches full the city grows by one citizen and the granary starts again at empty. Cities producing more food than they require accumulate the excess in their granary, while those producing less than they require deplete their granary. Since all terrain squares without extra resource except grassland yield less than 2 food points, they cannot feed the citizen working them unless they are improved.Įvery city has a granary for storing food points (the building called a Granary only enhances this capability). Each citizen requires two food points per turn each settler requires 1 (in Anarchy, Despotism, Monarchy, and Communism) or 2 (in Republic and Democracy) food point per turn from the city supporting them. ![]()
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