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Unrest in Civilization

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Steven Zwanger

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Jul 12, 1994, 7:40:25 PM7/12/94
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In the early stages of the game, before you get temples, how do you
determine when you first get unrest in a city? I'm under the
impression that it depends on what level you're playing on, and
how many cities you have, but I don't know for sure; I looked in the FAQ
but couldn't find the answer there. I'm talking about the 'basic level'
of unrest, before you factor in luxury rate, military units residing in
the city, etc.

Also, does building a marketplace ever reduce unrest if the luxury
rate is set to 0?

Steve

Ian Carter

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Jul 12, 1994, 11:00:12 PM7/12/94
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The answer depends on the level. Basically, everybody is unhappy,
less the people who are content due to city size. At emperor, I
think it is one happy person. Having military in the city makes
people content. Unrest is when Unhappy > Happy. Wonders can
switch the number of happy or content, as can city improvements.
Marketplaces and banks increase the 'bang per buck' of the
luxury percentage (as well as taxes). But you need the revenues
of the Republic to make it work. Despotism is no way to build
huge populations.
Basically, I build a military unit for each city, so that the
Republic can be maintained without undue discontent, and try to
develop the best tech, get to Industrialization, build Women's
Suffrage, and then kick the snot of the bastards who have been
harassing me for centuries.

Ian
--
Ian Carter
Intrepid Communications & Design
613-238-4064

Leeuw van der TN

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Jul 13, 1994, 5:51:08 AM7/13/94
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Unrest in Civ depends on both level and city size. A basic number of people
in each city is content, and if the city grows beyond that, each extra
person is unhappy, causing unrest (assuming there are no happy persons).
This basic number vaies with the level, but I forgot how many you can have.
When not in Republic/Democracy, each military unit in a city decreases
unhappines by one.
So keep cities small early in the game by building settlers that found new
cities.

--Tim
tnl...@cs.vu.nl

Brendan Mahony

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Jul 13, 1994, 10:21:08 PM7/13/94
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Mandatory flame about buying/reading the manual.

The base number of contented people is :

Emperor 2
King 3
Prince 4
Warlord 5
Cheif'n 6

On the same topic, I have found that at some stage in the game (~1500BC)
this base number seems to change for some cities. On Emperor level I
suddenly find heaps of cities with no base content citizens and the game
becomeskable. What is the story? Is there some way to avoid this?
Is it a bug or am I overlooking something, like reading the manual some
more?

DavetheHun

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Jul 14, 1994, 12:35:01 AM7/14/94
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In article <3027ek$o...@uqcspe.cs.uq.oz.au>, bre...@cs.uq.oz.au (Brendan
Mahony) writes:

.... # of contented people going to zero in Emp. games....

I have noticed this too, but it seems to correlate with "cheating" of
various sorts (i.e save/restores and especially the settler trick) I've
always assumed it was a feature. Anyone else know about it?

Mark J. Lilback

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Jul 14, 1994, 9:52:15 AM7/14/94
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Brendan Mahony <bre...@cs.uq.oz.au> wrote:
>
>On the same topic, I have found that at some stage in the game (~1500BC)
>this base number seems to change for some cities. On Emperor level I
>suddenly find heaps of cities with no base content citizens and the game
>becomeskable. What is the story? Is there some way to avoid this?
>Is it a bug or am I overlooking something, like reading the manual some
>more?

This only happens in the Mac version and the later PC versions, so it's
not covered in Rome on 640K a day. When you are in despotism (and
possibly some of the other weaker govs -- my memory is kinda fuzzy),
after you reach a certain number of cities you no longer get the base of
content citizens.

This was put in to stop one of my favorite strategies from the 1st PC
version -- build a checkerboard of cities, stay in despotism, and make
no tech further than the Wheel and Mathematics. Fleets of catapults and
chariots could be chucked out from 30-40 cities.

Becuase of this, a limit was put it. It does make sense -- a despotic
government could not maintain control over 30 cities spread out over a
continent.

The limit is scaled by level of difficulty, and I can't remember what
the scaling factor is.

I believe I learned this from the READ ME file in one of the PC civ
updates I got a few years back. It might also be in the FAQ, but I can't
remember offhand.


************************************************************************
* Mark J. Lilback ****** Computer Guru, Who Cares Magazine *
* mlil...@cec.org ****** A Journal of Service and Action *
* mlil...@seas.gwu.edu ****** whoc...@cec.org or AOL: WhoCares3 *
************************************************************************


Paul A. Lane

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Jul 15, 1994, 7:44:41 PM7/15/94
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>In the early stages of the game, before you get temples, how do you
>determine when you first get unrest in a city? I'm under the
>impression that it depends on what level you're playing on, and
>how many cities you have, but I don't know for sure; I looked in the FAQ
>but couldn't find the answer there. I'm talking about the 'basic level'
>of unrest, before you factor in luxury rate, military units residing in
>the city, etc.

At Emperor level, the first two citizens are content and every added
citizen is unhappy unless everything else is factored in. I'm guessing
you don't have a legal copy of Civ, as it's mentioned in the manual
(and you looked in the faq first).

>Also, does building a marketplace ever reduce unrest if the luxury
>rate is set to 0?

Test it and see.

Paul

(Legal owner. Buy it!)

--

Nizam Arain

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Jul 19, 1994, 10:01:38 AM7/19/94
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Not exactly a follow-up question, but...

Someone mentioned a FAQ list for Civ; where can I find it? or can
someone e-mail it to me?

--Nizam

<ni...@uiuc.edu>

Mike Houghton

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Jul 25, 1994, 11:12:03 AM7/25/94
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While playing a hacked copy of Civ that allowed me to be into future tech
in BC turns, I stumbled across something interesting. None of my cities
generate any smokestacks; I am real careful about that. However, about the
time I hit future tech 75 (yes, 75), I started getting pollution. The only
thing that changed was the tech level. Since I am getting one, sometimes two
tech levels per turn, I can really push this. It appears that the probability
of pollution becomes non-zero once you get to future tech 75. As the number
rises, so does the frequency of pollution. Since a population 2 city
generated pollution, it appears to be independent of population.

Has anyone else run into this?

Mike

Jesse Male

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Jul 26, 1994, 9:43:25 AM7/26/94
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Pollution in Civilization

Now that you mention it, I think something like this happened to me once,
I had really nice cities that had NO pollution listed, but every turn at
least two or three cities were polluting, I began to get annoyed at this
game because it took so long just to deal with the pollution.

Does anyone know of an saved game editor that will let you switch civ's?

Jesse Male

Mark J. Lilback

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Jul 26, 1994, 11:17:50 AM7/26/94
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In article <3133tt$r...@ionews.io.org>, Jesse Male <jm...@io.org> wrote:
>
>Does anyone know of an saved game editor that will let you switch civ's?

I can have one for you in a week or so (I hope). I'm working on an
editor in my spare time. Right now you can just change what level you
are playing on, but changing what civ you are shouldn't be that hard (I
know how to do it -- I just didn't think there was a demand for it).

I'm trying to make it look really spiffy, but once I get a few more
features into it, I'll release a raw version that people can play
around with.

Keep your eyes peeled for an announcement, and if you don't see it soon,
bug me about it and I'll try to get to work on it.

Jesse Male

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Jul 26, 1994, 6:43:24 PM7/26/94
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Re: Pollution in Civilization

I'd love it if I could switch civ's, I mean if I die I could play a
better civ on the same planet, or I could try and make a weak civ into a
super power. Please add this feature, please.

Jesse Male

Civ Editor Fan!

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