Materials, what's the most you have ever gotten?

In a real city the most I have ever gotten to is 6 materials for extreme production, and I only ever pulled that off once.  Started as a 4/4 location by a river, then added a clay pit and blacksmith to hit 6.  The clay pit kept trying to attach itself to a different city so I had to build a snake path towards it so it went to the right place =)  In my roaming I have seen a 2/5 location (get to 6 w Blacksmith) a few times but it's really rare and I have never actually built on one of those.

Anyone ever get two clays attached to one city?  That's about the only way I think you could hit 7.

- Manii Names

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Reply #1 Top

I had a 9/4 that would probably outproduce it by the endgame.  :ninja:

Reply #2 Top

How much production does a citizen make?

Reply #3 Top


None... you get a base material from the ground where you found it, and you can add to production by having nice materials and/or buildings around, like Clay Pits and Blacksmiths.

Reply #4 Top

Hmm.

 

From what I heard, a farmer produces food and taxes, while a citizen produces production and taxes. If this is not in the form of materials .. is it just production speed?

Reply #5 Top

  o_O ??????

Each citizen gives .1 production...

Reply #6 Top

K. So food and materials is from city location .... and then Gold, Food, and Production is from the Citizens and Farmers.

What is the fundamental difference between Materials and Production?

Reply #7 Top

Materials is the base multiplier that gets multiplied by your tech achievements and buildings, and citizens provide an extra source of production.

 

edit: Food comes from the base tile, like production, and that is turned into Grain (with a multiplier), and Grain provides the dinners for the pop and helps with growth.

Reply #8 Top

Hmm.

So 'food' from farmers multiplies base food in the same way that 'production' from citizens multiplies base materials?

 

Reply #9 Top

Food supply is mostly impacted by the base tile and then technological improvements.  Ex. Base generates 4 grain, you have an improvement for +1 grain, and then a collection of city improvements for +50 food per grain = 250 food.  

Reply #10 Top

By how much do farmers affect this then?

Reply #11 Top

Farmers? What farmers ;)

 

There are no farmers... dunno where you got that from, but as you can see, they dont come into the calculation because they do not exist.

Reply #12 Top

I see.

I read a post somewhere that "Population" can be either Farmers or Citizens, with high taxes causing "Rebels/Drudges" which produce neither taxes nor production.

 

Has that idea been Scrapped? Or simply not implemented yet ...

Reply #13 Top

Well, population seems to be citizens, and the higher the taxes, the less productive folks get, it seems.

Reply #14 Top

It has changed to a direct grain to food ratio. No farmers and citizens. 

Reply #15 Top

I see. So farmers were removed then? (was it too unbalanced?) I think I remember reading a thread started just a few months ago talking about hiring farmers in the city to help pay for Soldiers ...

 

I guess the Army doesn't run on food anymore? (like it was in an earlier dev journal)

Reply #16 Top

Ah no citizens either? 
So you can have an unlimitedly large army?...

I know this is supposed to be a new game...But alot seems to have changed! Hopefully for the better.

Reply #17 Top

Your army is not limited by population, but it does get very expensive in Gildars to maintain.  

 

Reply #18 Top

Well I guess that's an artificial limitation/indirect.
I'm sure I'll very much like this game if it's done. I've heard some nice things about the tactical AI and I'm mostly reading positive things on the forum now.

I'm saddened that it will depart much from the deep-strategy aspects of it but I understood it would even back when I played E:WoM and talked with members before the game was released.

I used to love for example the aspect of food planning, the way citizen amounts either made you limit your army size or limit your economics just like in real medieval life and that switching path wasn't just a matter of expanding and getting more money to build new stuff but that a real deep change required abandonment/destruction of certain elements of your society.


Although I admit that if the maintenance thing is done as in E:WoM or even better it will still make for a tough call what you will build.