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Building Cities and Income From Them

 
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Eric

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Since: Mar 21, 2005
Posts: 193



(Msg. 1) Posted: Sat Nov 05, 2005 10:55 pm
Post subject: Building Cities and Income From Them
Archived from groups: alt>games>vgaplanets4 (more info?)

If I have a base with population 99,999 and I know it's going to grow to
over 100,000 in the next turn will I get the income from the city if I build
it this turn, or does income from cities happen before building them?

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alevans

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Since: Jun 19, 2005
Posts: 99



(Msg. 2) Posted: Sat Nov 05, 2005 10:55 pm
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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Eric wrote:
> If I have a base with population 99,999 and I know it's going to grow to
> over 100,000 in the next turn will I get the income from the city if I build
> it this turn, or does income from cities happen before building them?
>
>
as long as you have 50,000 colos you will get income from a city, if you
have 150,000 you can have two cities, etcetera.

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General Kael

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Since: Jul 27, 2005
Posts: 82



(Msg. 3) Posted: Sat Nov 05, 2005 10:55 pm
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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Eric wrote:
> If I have a base with population 99,999 and I know it's going to grow to
> over 100,000 in the next turn will I get the income from the city if I build
> it this turn, or does income from cities happen before building them?

But in regards to your question you cannot build cities with that will
earn with projected growth. 49,999 colonists will not work any cities
even with the expected growth, 50k will work 1 city. 149,999 colonists
will work 1 citiy. 150k will work 2...
GK
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 4) Posted: Sun Nov 06, 2005 8:19 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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The number of cities work for the number of colonists when it comes to
the cities to do their work. So have in mind the following events in
the host order:


pod launching
beam transfers from an to ships and pod landing, bombing from space
bases merge (due to beam and pod events but not by GBA and ground
chunnel events)
agrovators make food
ground combat
training center
farms make food

cities use food and make money (so the colonists at this time count and
it is 100 * Round(Col/100000;0) mc what they produce if happiness is
better than 30 IIRC)

med labs use food
redistribution center use food
colonists eat
colonist grow
military personnel rebreeding back one stage each

So you can't use the growth the same turn and training colonists to
crew will lower the output the same turn. But all increments by direkt
beam orders and pod landing can be used the same turn.

See WIKI and Klingonkommand for more details.

GFM GToeroe
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Mantzikert

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Since: Mar 07, 2005
Posts: 49



(Msg. 5) Posted: Sun Nov 06, 2005 10:24 pm
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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But also remember that you don't get money from a city on the turn you
build it. This is because Cities produce money prior to new cities
being built.

So if you have enough colonists for it to go above 50,000 during the
next process, then build a city this turn, so at the start of the next
process you will have the city ready to go.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 6) Posted: Mon Nov 07, 2005 12:24 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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Umm... I've always got the city income the turn it is built.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 7) Posted: Mon Nov 07, 2005 5:52 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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Oh... and I believe the "100 turn stockpile" of Food (if that is
turned on) should actually be "101 turn stockpile", as the Food is
eaten before the stockpile is checked for growth purposes.
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Sparrow

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Since: Mar 01, 2005
Posts: 375



(Msg. 8) Posted: Mon Nov 07, 2005 6:43 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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Not completely correct. For the first city you need 100k! From there on
it is at least 50,001 more for the next.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 9) Posted: Mon Nov 07, 2005 8:52 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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I think I've always got the MC from a single city with just >50K.

I believe the formula is similar to Max Cities =
Round(Colonists/100000), which rounds the value to the nearest whole
number (rounds up for >50k).
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 10) Posted: Tue Nov 08, 2005 2:13 am
Post subject: Re: Building Cities and Income From Them [Login to view extended thread Info.]
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IMHO the order is

building new structures
structures do their jobs

In an actual game as UEA it would be pretty a difference as I always
plan up to the last produced mc and I would have noticed it.

GFM GToeroe
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