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- Path: sparky!uunet!ssiny!gnohmon
- From: gnohmon@ssiny.UUCP (Ralph Betza)
- Newsgroups: comp.sys.ibm.pc.games
- Subject: Re: HELP: Civ city overpopulation
- Summary: Not the only way!
- Message-ID: <163@ssiny.UUCP>
- Date: 15 Dec 92 14:37:59 GMT
- References: <2332@shaman.wv.tek.com>
- Organization: Systems Strategies, Inc., NY, NY
- Lines: 32
-
- In article <2332@shaman.wv.tek.com>, andrew@frip.WV.TEK.COM (Andrew Klossner) writes:
- > []
- > "Sometimes you get one person too many; some food squares
- > produce only one food unit, but people require two units. The
- > result is slow starvation, but it isn't serious. Eventually,
- > the granary goes empty, and you lose one person. At this point,
- > you have a surplus of one food unit! After about a zillion
- > turns, the food box fills up again, and now you have one too
- > many, and it all starts over... There's nothing you can do
- > about it."
- > This betrays a lack of imagination. When you find your food box
- > filling slowly because you generate one more food than you consume, go
- > out and pillage a square to remote its irrigation. Your food supply
- > will stabilize.
- > -=- Andrew Klossner (andrew@frip.wv.tek.com)
- > (uunet!tektronix!frip.WV.TEK!andrew)
-
- I mean, there's nothing you can do about it unless you notice it in time!
- Other solutions are:
- 1. shift a production square from tundra to mountain,
- 2. make a specialist, so the city has one less square in production
- than the max
- 3. Change a forest to plains,
- 4. Mine a desert square instead of irrigating it,
- 5. Grin and bear it.
-
- Rather than giving up a sea-square, with 3 trade symbols ( multiplied
- by banks and universities, that's 6.75 trade symbols PER TURN ),
- I would definitiely choose to let the Malthusian cycle continue.
-
- ----Ralph Betza (FM),
- uunet!ssiny!gnohmon
-