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  • #76
    Originally posted by alexman
    This is a misconception. You don't lose anything by setting science at 100%. In fact, you make sure all your income goes to science (not taxes) even when your city grows. Since the Wheel requires a fixed number of beakers (provided we don't meet anyone that knows it already), we can always reduce Science in our last turn and get the leftover in gold. You never get a free happy citizen. The income to make happiness is subtracted from your science or your taxes.
    After thinking about it a bit, I think you're right, and I see now why it doesn't jive with my experience (I won't go into it because its something I should have figured out long ago...). So, basically Science should be at 100%, unless we need to use the Luxury slider to help with unhappiness (when our capital reaches size 4).


    Dominae
    And her eyes have all the seeming of a demon's that is dreaming...

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    • #77
      Cool!
      "Close your eyes, for your eyes will only tell the truth,
      And the truth isn't what you want to see,
      Close your eyes, and let music set you free..."
      - Phantom of the Opera

      Comment


      • #78
        Originally posted by Dominae
        [....] unhappiness (when our capital reaches size 4).
        Hold on here... can anyone spell it out for me? I thought Regent meant 2 happy citizens in new cities. So, having one lux connected means you will be able to get to size 5 without happiness problems (size 5 = 2 happy, 1 content, 2 unhappy), and with 1 defender even get to size 6 without touching the lux slider. Only after size 6 we'll need additional happiness, coming from the slider, more troops, temples, or something similar.

        Is this not correct?

        DeepO

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        • #79
          Ok, I have a question for alexman, who knows things about micromanagement I will test it tonight to make sure, but I'm happily wasting my day doing this stuff, and need some clarification.

          alexman explained to me that, after one full turn of irrigation (which takes two turns for us), we can switch our citizen to the as-yet-unirrigated tile, as the irrigation will complete at the beginning of the next turn, before food/shield/commerce is computed. (correct me if I'm wrong, alexman).

          So what happens with city growth? If we grow from size 1 to size 2, do we get the 2nd citizen's output immediately, the turn upon which that citizen is created (and auto-allocated by the computer)? Or do we start reaping the fruits of his labour on the following turn?

          That will help firm up my build queue options nicely. I'm re-working a couple of different options.

          -Arrian
          grog want tank...Grog Want Tank... GROG WANT TANK!

          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

          Comment


          • #80
            Originally posted by DeepO
            Hold on here... can anyone spell it out for me? I thought Regent meant 2 happy citizens in new cities. So, having one lux connected means you will be able to get to size 5 without happiness problems (size 5 = 2 happy, 1 content, 2 unhappy), and with 1 defender even get to size 6 without touching the lux slider. Only after size 6 we'll need additional happiness, coming from the slider, more troops, temples, or something similar.

            Is this not correct?

            DeepO
            Regent = 2 citizens born content, at least in Civ 3 (I strongly doubt they changed that in PtW). With the lux we'll get one happy and one content (grow up to 3 without disorder and specialists/lux slider). With a temple we'll get one happy and two content (grow up to 4). With a garrison we'll get one happy and three content (grow up to 5).
            I'm quite sure about this.
            "Close your eyes, for your eyes will only tell the truth,
            And the truth isn't what you want to see,
            Close your eyes, and let music set you free..."
            - Phantom of the Opera

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            • #81
              Arrian, AFAIK all worker actions are resolved at the end of your turn, meaning that whatever extras the improving gives are available at the start of next turn (also for auto-allocation). This is earlier than alexman says (if I understand correctly), so maybe it's not precise, even if I'm fairly certain of this.

              If you set a worker to irrigate in the middle of turn 1, it will irrigate the whole of turn 2, and end its irrigation at the end of it (after you moved your last unit). After that, turn 3 starts with research deciding, after which all cities are followed in chronological order.

              So yes, a worker will irrigate once 1 full turn is waited, but it is handier if you compute in end-of-turns: you will need 2 of these for an irrigation. (or 1 end of turn by 2 workers, meaning that the tile is accessible instantly, even if it won't do any good until the start of next turn).

              DeepO

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              • #82
                Sure, call on the resident nerd for help!

                Originally posted by Arrian
                So what happens with city growth? If we grow from size 1 to size 2, do we get the 2nd citizen's output immediately, the turn upon which that citizen is created (and auto-allocated by the computer)? Or do we start reaping the fruits of his labour on the following turn?
                We get the new citizen's shield and commerce (but not food) immediately. An exception is if we just built a settler (population gets reduced before production is counted).

                Sometimes it's tricky to control where the new citizen will be placed though. Usually it pays to rearrange the citizens in the last turn before growth so that you get the right tiles worked after the city grows. If you have happiness problems, for example, he might become an entertainer. Or he might work a high-food low-production tile, which is bad because the food gets wasted.

                [Edit: DeepO, we agree on when workers get their job done]

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                • #83
                  I seemed to not only have X-posted, but also managed to talk about something completely different

                  Oh well... time to hit the pubs

                  DeepO

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                  • #84
                    Thanks Shiber for the happiness thing. I messed up with the happy - content things...

                    DeepO

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                    • #85
                      Excellent, you guys answered the question I asked, AND the follow-ups (re: settler induced pop reduction and food).

                      Ok, then, back to "work."

                      -Arrian
                      grog want tank...Grog Want Tank... GROG WANT TANK!

                      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                      Comment


                      • #86
                        Ok... first the temple option:

                        T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
                        T3: 1f, 3s
                        T4: 2f, 6s
                        T5: 3f, 9s, switch citizen to grassland tile.
                        T6: 5f, warrior complete, build another.
                        T7: 7f, warrior complete (chopping done), order another, begin irr
                        T8: 9f, 1s. Switch citizen to fur tile.
                        T9: 11f, 4s. Irrigation done, move to next fur
                        T10: 13f, 7s. Begin chop
                        T11: 15f, warrior complete. Order temple.
                        T12: 17f, 3s.
                        T13: 19f, 6s. Move citizen to unchopped fur, hope auto-allocation sets new citizen to irrigated fur (will check on this).
                        T14: Size 2. 0f, 11s.
                        T15: 1f, 26s (chop done), begin irrigation
                        T16: 2f, temple done. Order settler
                        T17: 4f, 5s, irrigation done, move to floodplain across river (west)
                        T18: 6f, 10s. begin irrigation
                        T19: 8f, 15s, switch 1 citizen to floodplain
                        T20: 11f, 18s, irrigation done, begin road
                        T21: 14f, 21s.
                        T22: 17f, 24s. road done, move to 2nd fp.
                        T23: Size 3. 0f, 29s, begin irr
                        T24: Size 1, settler complete, 3f, choose another settler, re-allocate citizen to floodplain.
                        T25: 6f, 1s, irrigation done. start road
                        T26: 9f, 2s, reallocate citizen to fur.
                        T27: 11f, 5s. road done. cross river to other floodplain
                        T28: 13f, 8s. begin irrigation
                        T29: 15f, 11s.
                        T30: 17f, 14s. irrigation done, begin road, switch citizen to fp.
                        T31: Size 2. 0f, 17s. Switch new citizen to 2nd fp.
                        T32: 4f, 18s. road done, move to fur to east.
                        T33: 8f, 19s. begin chop
                        T34: 12f, 20s.
                        T35: 16f, 21s. switch both citizens to fur.
                        T36: 18f, 26s.
                        T37: Settler complete, size 1, 0f.

                        fixed per alexman's comments below. 1 turn longer for the second settler.

                        -Arrian
                        Last edited by Arrian; December 3, 2002, 17:27.
                        grog want tank...Grog Want Tank... GROG WANT TANK!

                        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                        Comment


                        • #87
                          Originally posted by DeepO


                          AFAIK this is correct, and if you want to have possible bonuses later on (e.g. reducing your turns when you meet someone with the same tech), you are required to set it to 100%, even if it won't give you anything
                          Also note that in a situation like ours where a city can grow a bit without needing the luxury slider (and in all cases where tiles being worked are on a roaded river), the number of turns to completion for research goes down as the population increases. Setting research to 100% until either it needs to go down to offset other expenses or there's just one turn left is the way to go.

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                          • #88
                            And now for the barracks option:

                            T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
                            T3: 1f, 3s
                            T4: 2f, 6s
                            T5: 3f, 9s, switch citizen to grassland tile.
                            T6: 5f, warrior complete, build another.
                            T7: 7f, warrior complete (chopping done), order another, begin irr
                            T8: 9f, 1s. Switch citizen to fur tile.
                            T9: 11f, 4s. Irrigation done, move to next fur
                            T10: 13f, 7s. Begin chop
                            T11: 15f, warrior complete. Order barracks.
                            T12: 17f, 3s.
                            T13: 19f, 6s. Move citizen to unchopped fur, hope auto-allocation sets new citizen to irrigated fur (will check on this).
                            T14: Size 2. 0f, 11s.
                            T15: 1f, 26s (chop done), begin irrigation
                            T16: 2f, 31s.
                            T17: 4f, 36s, irrigation done, move to floodplain across river (west)
                            T18: 6f, barracks complete, choose settler. begin irrigation
                            T19: 8f, 5s, switch 1 citizen to fp.
                            T20: 11f, 8s, irrigation done, begin road.
                            T21: 14f, 11s.
                            T22: 17f, 14s. road done, move to 2nd floodplain
                            T23: Size 3, 0f, 19s, begin irrigation.
                            T24: 3f, 24s, move another citizen to 2nd floodplain
                            T25: 7f, 27s, irrigation done, begin road.
                            T26: settler complete, select another, size 1, food depends on auto-allocation (fp or furs) assume fur. 9f. Change to fp.
                            T27: 12f, 1s, road done, move to fur to the east.
                            T28: 15f, 2s, begin chop.
                            T29: 18f, 3s. switch citizen to fur.
                            T30: Size 2, 0f, 6s (or 8 if autoallocate chooses fur, but I think fp). Allocate both cits to fp.
                            T31: 4f, 7s.
                            T32: 8f, 8s.
                            T33: 12f, 19s (chop done), begin road.
                            T34: 16f, 20s, switch both citizens to furs.
                            T35: 18f, 25s. road done.
                            T36: Settler done, size 1, 0f.

                            So the first settler gets out 2 turns earlier, it appears, but the second one is out at the same time.

                            -Arrian
                            grog want tank...Grog Want Tank... GROG WANT TANK!

                            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                            • #89
                              I prefer the barracks method personally.
                              If I'm posting here then Counterglow must be down.

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                              • #90
                                Second here.
                                "Close your eyes, for your eyes will only tell the truth,
                                And the truth isn't what you want to see,
                                Close your eyes, and let music set you free..."
                                - Phantom of the Opera

                                Comment

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