How to make food supplies routes?

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meshkoPL
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How to make food supplies routes?

Postby meshkoPL » Sun Mar 03, 2013 7:20 am

Hello!

My problem:
I want make food supplies routes with trucks, but when I sent Trucks and make a route, i don't see a option to food supply! How to make it?
(sorry for bad english, I'm from Poland)

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Caedo
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Re: How to make food supplies routes?

Postby Caedo » Sun Mar 03, 2013 10:56 am

I don't think it's possible to create a Food supply route. You can only help with the building of wonders, establish a trade route or, if you've already done that, join the marketplace. Establishing a trade route or joining the marketplace gives gold and science.
~S.C. L.

Ĩmhotep
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Re: How to make food supplies routes?

Postby Ĩmhotep » Mon Mar 04, 2013 8:12 pm

meshkoPL wrote:Hello!

My problem:
I want make food supplies routes with trucks, but when I sent Trucks and make a route, i don't see a option to food supply! How to make it?
(sorry for bad english, I'm from Poland)


You can't do that directly, but if your purpose is to grow a city really fast, you can send settlers and add them to the population of the destination city.

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Caedo
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Re: How to make food supplies routes?

Postby Caedo » Tue Mar 05, 2013 5:27 pm

However, that works only up to size 8. You can't grow a city bigger than size 8 like that.
~S.C. L.

Sarilho1
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Re: How to make food supplies routes?

Postby Sarilho1 » Tue Jul 16, 2013 12:44 pm

It would be a interesting feature. When cities are becoming really big, normally they have difficulties in founding food. If we find a city that is always growing and shrinking, we could shrink that city and (when it starts growing again) the food is send with a food route to other city in need (just maybe 1 or 2 units of food per turn). In this way we would be able to stabilize the food needs of two city. Or, in other words, the excess of food in one city could be send by a food route to another were there is a lack of it.

drgerg
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Re: How to make food supplies routes?

Postby drgerg » Wed Apr 18, 2018 1:49 pm

Caedo wrote:However, that works only up to size 8. You can't grow a city bigger than size 8 like that.


To make your cities grow quickly invest in entertainment, trade, and luxury to the point that your city is celebrating. There has to be no unhappy or angry citizens. There has to be at least 50% happy citizens.

First, plan on having at least one trade route with the city, preferably more. Your bank balance will appreciate that.
Second, plan on having at least four of the following, temple, marketplace, coliseum, bank, cathedral, or, stock market.
Third use entertainers to make unhappy citizens content (which is between unhappy and happy).
Fourth, use the tax rate to give at least 20% probably 30% of your revenue to luxuries.
Fifth, be a democracy or a republic as your form of government.
Finally, a wonder that helps with happiness for your entire country (Women's Suffrage, Genetic Engineering, etc) never hurts.

What happens when the city has at least 50% happy citizens and no unhappy and no angry citizens? They celebrate by growing one citizen every turn. This assumes that the surrounding territory has sufficient food resources to feed that growing city. It's hard to grow a city in the desert that fast, but easy in grass lands. You'll be using your workers and settlers to irrigate the surrounding territory to increase the amount of food. You may also have to learn refrigeration and buy a supermarket.

I've had many cities grow from size 6 to 25 in 25 turns or less-it takes a lot of care and feeding, but definitely doable.

Late in game, I can use both techniques ( adding settlers till it grows to size 4 and buying infrastructure & freight to produce happiness) to grow a city from size of 1 to 20 in 25 turns. There's a reason that the default infrastructure/building for a brand new city is airport (when you have learned radio). You have another grown city primed to build three settlers, a rifleman, an engineer, and a freight, ready to fly them in. I usually have enough funds to buy one of these units on each turn, and fly them in during the next turn. Also, if I conquer an enemy city, I built an airport and fly in enough settlers to grow it to size four, buy the necessary infrastructure, and within a few turns the city is far larger than before.

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Caedo
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Re: How to make food supplies routes?

Postby Caedo » Wed Apr 18, 2018 6:01 pm

Sure, rapture growth is a great way to make a city grow in general, but I believe the original question of this five-year-old thread was about supporting one city using the food output from another, which is a different thing entirely.
~S.C. L.

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meynaf
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Re: How to make food supplies routes?

Postby meynaf » Thu Apr 19, 2018 8:24 am

Rapture growth actually makes the problem even worse : a large city with +1 food grows, gets +1 population, and is now at -1 food...
I know, it's easy to handle, but nevertheless.

Starving cities can also occur when enemies occupy the territory. So even if you can access to the city, you can just observe it dying from lack of food and can do absolutely nothing about it.

Civilization in general lacks a way to transfer goods from one place to another. Colonization is much better in that aspect.
But we can only dream about a hybrid game...

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Arbogast
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Re: How to make food supplies routes?

Postby Arbogast » Thu Apr 19, 2018 2:13 pm

Yes, @drgerg is a bit out this topic, but I want to thank him for a succinct and complete tip for 'Rapturing'.
I think this is the moment to ask a question that has bothered me for a while:
When a city starts celebrating it shows an asterisk in the cities tab. I was under impression that I had to open the governor window and click the Celebrate button. This reduces the food output. Is this right?

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Caedo
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Re: How to make food supplies routes?

Postby Caedo » Thu Apr 19, 2018 6:40 pm

Arbogast wrote:When a city starts celebrating it shows an asterisk in the cities tab. I was under impression that I had to open the governor window and click the Celebrate button. This reduces the food output. Is this right?

No. The Governor has nothing to do directly with how a city works – it just allows you to set guidelines for the game to automatically assign workers to different tiles and specialists. The "celebrate" checkbox (in the "minimum requirements" column or however it's called IIRC) means that for this specific governor preset, the governor has to do everything in their power to make sure the city celebrates, so long as it doesn't violate any other requirements.
This will not have any effect unless you enable the citizen governor. I believe there's also a help page explaining how to use the governor in general, in case you're interested in that – it can save you quite a bit of effort later in the game.
~S.C. L.