11/9/2023 0 Comments Freecol image background![]() ![]() The city is highlighted in a circle, like a spotlight this shows which squares workers in the city can reach to gather resources. This is where you can see which tiles the city is using to gather resources you will see a row of icons representing food, shields, and trade in the squares where the city is gathering resources. Below this, you can see your city as it looks on the map (except that it omits your units).The icons directly below the city name indicate workers gathering resources for the city icons in the box to the right of this indicate workers who act as policemen to keep the other citizens law-abiding and productive. ![]() In the upper left hand corner is a number indicating the population of the city, followed by the name of the city.A window will pop open with the following information: To manage a city, left-click on the city or on its listing in the cities menu (F3). To grow, it needs a total of 5 in the city tile and one other. This means that, for a city to survive, it is ideally on a square that offers 2 food or more, and close to another square that offers 2 or more food. Cities without enough food have famines and decrease in population cities with excess food have surpluses, which usually result in the city growing. A city must have a population of at least 2, and every unit of population needs two food resources a city with a population of 10, for example, needs 20 food resources. Beware, however, that there may be reductions in net material because of the need to support more units.įor a city to survive, it must have at least 4 food resources, including the food resources available in the square where the city is located. To get full value from wine, gold, ivory, or coast, change your government once you have researched the necessary advance. However, at the start of a game each nation is a despotism, which caps production from any tile (noted above with asterisks) at 3 food, 2 material, and 2 trade. Jungle with banana (fruit): 3 food 2 shields 1 tradeĪrctic with ivory (walrus): 3 food 1 shield 4* tradeĭesert with oasis (palm): 3 food 1 shield 1 tradeĬoast with fish: 5* food 0 shield 3* trade Prairie with wheat: 3 food 1 shield 1 tradeįorest with deer (game): 3 food 2 shields 1 trade Tundra with gold: 1 food 0 shields 6* tradeĬoast (shallow ocean): 1 food 0 shields 3* trade Hills with grapes (wine): 1 food 0 shields 4* trade How well developed a given square is - we will describe this later on in the document.Īn undeveloped square offers the following amount of resources (sorted by the amount of food the square offers) at the beginning of the game as soon as your nation has progressed to a Monarchy or Fundamentalist government:.The amount of resources one can get from a given square depends on several factors: While it would make sense for a modern culture to be able to use freight to move resources from distant farmlands to cities to feed the population or generate trade, C-evo (like Civ1 and Civ2) doesn't have this (to keep the rules relatively simple). One thing to note is that, regardless of technology or population level, it is not possible for a city to get resources beyond these 20 squares. Here, "X" is the location of the city, the squares marked # are squares a city can get resources from, and the four "." squares in the corners are too far away from the city to get resources. Here is a figure of the squares a city gets resources from: A given city can harvest resources from any tile no more than 2.5 steps from the city (where a diagonal step counts as 1.5). More information about these resources is available in the excellent manual C-evo comes with.Ī city gets these three resources from the land around the city. This resource looks like a blue or purple round beaker. You select which percentage of total trade is used for research and which for money by setting the tax rate. Trade, which can be used either for research or for money.This resource is also called a "shield", since the resources looks like a small black shield. Material, which allows either the production of units or buildings in a city, or give money to the treasury.This looks like yellow-green mark (almost like a cob of corn) when managing the city. Food, which allows the population of a city to live and increase.In Civilization-type games, a city generates three kinds of resources: ![]()
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