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The fascism screenshot says nothing about increased production

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  • The fascism screenshot says nothing about increased production

    It says: Workers have a 200% rate. I have seen nothing thay says unit production is increased. If that's true, the increased rate compensates for the potential workers that are wiped out by the pop loss. The other features make it less useful than Communism.

  • #2
    why would unit production be increased?

    I always believed it was the worker rate that was up.
    Quod Me Nutrit Me Destruit

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    • #3
      Where did anyone state that unitproduction would be increased?

      I've never seen anything indicating that.
      Creator of the Civ3MultiTool

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      • #4
        All I remember hearing about possitive stuff in Facism is much more unit support, Faster workers, and a good corruption killer (But not as good as Old Democracy or New Communism).
        Beer is proof that God loves you and wants you to be happy - Ben Franklin

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        • #5
          Originally posted by Louis XXIV
          All I remember hearing about possitive stuff in Facism is much more unit support, Faster workers, and a good corruption killer (But not as good as Old Democracy or New Communism).
          Sounds worse than Communism to me.

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          • #6
            Lots and lots of free units.
            Seemingly Benign
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            • #7
              10 free units per metropolis.

              Workers work faster

              No War Weariness

              But Cities don't produce culture until you have the population majority and you loose pop when you switch to the government (captured cities loose pop as well)
              Beer is proof that God loves you and wants you to be happy - Ben Franklin

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              • #8
                My strategy is to swicth to Republic early, keep my units/city ratio pretty low by disbanding to build courthouses etc. I've used Communism late in the game only when war weariness hits. Seems to work well even at Diety, so I won't be using fascism much.

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                • #9
                  They need to make Democracy worse for warmongering or else there's never any reason to switch. I upped the unit support to 3 gold per unit for Democracy, but it's still way too easy to warmonger away for turn after turn using Democracy. Without any incentive to switch, I won't, especially if I'm playing a non-Religious Civ.
                  "Stuie has the right idea" - Japher
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                  • #10
                    Is the worker action really that important? If you get fascism at about the ssame time as communism most of your country is (should be!!! ) railroaded/mined etc.

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                    • #11
                      It will speed up the clearing of pollution
                      Beer is proof that God loves you and wants you to be happy - Ben Franklin

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                      • #12
                        Originally posted by Vlado
                        Is the worker action really that important? If you get fascism at about the ssame time as communism most of your country is (should be!!! ) railroaded/mined etc.
                        As you "liberate" poor countries without coal/iron access (and therefore no rails), ... or rebuilding from pillaged land of others (they being not so "poor"), ... or (as already mentioned) pollution clean-up.

                        IOW, if there is an "advantage", I will find a use for it!

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                        • #13
                          Main use of double speed workers will almost certiantely be instant-railing to the front lines.

                          Double speed workers + Replacement Parts is bound to equal 1 normal worker turn needed to upgrade a road to a rail.
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