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In the above examples the settler is produced on the same turn as the city grows. This does not take into account the 2 shields that you will get from the growth. You will have to move the citizen away from the forrest onto the mined grassland at the start of turn 3 (otherwise you will only get 4 food) and again on turn 1.Īlso just before you press enter to end turn 4 the city will show grows in 1 produces settler in 2.
Despotism 3k j.s. plus#
The city starts off at population 4, produces 6 shields in turn 1, produces 6 shields in turn 2 plus 2 more from the forrest as it grows to turn 5, produces 7 in turn 3, and 7 in turn 4 and grows, produces the last 2 shields from the forrest produces a steeler and will drop back down to size 4. This together with the 2 food and 1 shield produced by the city centre is sufficient. Irrigated cow on grassland – 2 surplus food, 1 productionĢ mined bonus grass land – 2 production eachĪ mined grassland (worked in turns 3 and 4) Using the capital so that there is no waste of shields, Your shields will then be 6 on the first turn, 6 on the second turn, plus the extra 2 from the newly produced citizen, 7 on the third turn, and 7 plus 2 on the final turn.ħ production at your starting population and at your starting population plus one, and also having one additional shield producing tile.Ħ production at the starting population and 8 at the starting population plus one. This assumes that you have a spare forest or other 2 shield producing somewhere. Requirements for a 4 turn settler factoryįor a 4 turn settler factory you need 6 production after waste at your starting population while working all the bonus food and 7 at one higher than your starting population. It does however require disciplined micromanagement. This seems like magic the first time you do it, but it does work. Then it will grow and produce the settler at the same time and be back down to 5 with the granary still full. 2 for a 4 turn settler factory or 3 for a six turn settler factory) at that level, and the other half at population 6. The highest population level at which a settler factory can start the cycle is 5 (4 if you have no access to fresh water). Production at a particular population level This means that having a spare forest or mined plain around will produce 4 of the 30 shields required for the settler. When a city grows and a new citizen is added, if you have the governor set to maximise production but turned off, it will be added to the highest producing square available and the shields will be added on that same turn. Grassland fish (following a marsh clearance where the marsh reveals a A spare high production tile
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Grassland game (following a forest chop where the forest reveals a grassland) Irrigated grassland fish (following a marsh clearance where the marsh reveals a grassland) 1 surplus foodĬity square by a river (agricultural civs only) Irrigated Grassland Game (following a forest chop where the forest reveals a grassland) Irrigated flood plain wheat 2 surplus food Under despotism there are a small number of such tiles, and hence this is usually the limiting factor. This means that extra food is generated by citizens working tiles that produce 3 food or more. These extra food have to be generated by the citizens working the tiles. Two of these will be produced by the city square itself, leaving 3 “surplus” for a 4 turn factory and 2 “surplus” for a 6 turn settler factory. Only the first 3 are determined by the city’s location, as a granary can be built anywhere.Ī settler factory needs to have either 5 food per turn for a 4 turn settler factory, or 4 food per turn for a 6 turn settler factory. (for additional production on growth)Ī certain number of shields per turn at a particular population level There are 4 basic components to a settler factoryĪ spare high production tile. To replace the 2 population points you will need at least 20 surplus food with a granery and 40 surplus food without. To make a settler you need 30 shields, and it uses 2 population points.
Despotism 3k j.s. how to#
This is a short article on settler factories, and how to spot where you can make one.