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  • Originally posted by vondrack
    by mining the very tile our worker stands upon now, we will actually add one more shield to the production of Jackson (the original shield of the bonus grassland will be wasted, but the mine-added shield will be used).
    Or the original shield of the grassland will be used but the mine added will be wasted No, I'm just kidding, you are right... ahh, half-right
    Let me explain:

    mine road shield
    no no 2 (1 shield is wasted)
    yes no 3 (1 shield is wasted)
    no yes 3 (no shield is wasted; the connection to the capital reduces corruption)

    I prefer the road now and the mine after (before roading the cattle). The shield production would be the same, but we will have the 2 cities connected.

    But I admit I may be missing something, so feel free to prove me wrong.
    I can send you my test-save

    Btw, does anyone know a method how could I upate my map without restarting the test-game? Right now after every turn I have to redraw the scenario-map and start the game again, from the very beginning, repeating all the moves, etc. It is easy now, but in a few month it will become a nightmare Am I missing something with the scenario editor? I am a beginner, I admit, and don't know to use well the editor.
    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
    --George Bernard Shaw
    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
    --Woody Allen

    Comment


    • So I was wrong assuming that connecting Jackson to Legopolis wouldn't get rid of waste in Jackson completely, right? It will make Jackson use all the shields, right? If that's the case, than I agree to finish the road first, of course.

      I thought it would still leave 1 shield wasted... Thanks for spending the time with the editor! I just don't feel like whipping myself to mess with it. I do not have THAT much time.

      BTW, later in the game, you should not need to replay the whole game over and over, since the map will not be changing (and least not that frequently).

      Comment


      • Well, it won't get rid of the waste completely, only for the 3rd shield. The 4th shield will be wasted, no matter what.
        "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
        --George Bernard Shaw
        A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
        --Woody Allen

        Comment


        • Originally posted by Tiberius
          Well, it won't get rid of the waste completely, only for the 3rd shield. The 4th shield will be wasted, no matter what.
          Ah, now I understand it completely. Connecting Jackson to Legopolis will cause that not the third, but the fourth shield will be wasted. That's the difference. Well, it is great then, since there is actually no decision needed. Finishing the road is the way to go. No cons, only pros...

          Sorry for being a bit slow to get it this time...

          Comment


          • Finishing the road (connecting to the capital) reduces the corruption/waste in Jackson with 25% or so; this is why we gain the 3rd shield but lose the 4th.

            Edited: I don't know the exact number for the corruption reduction; RTF corruption readme thread
            "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
            --George Bernard Shaw
            A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
            --Woody Allen

            Comment


            • Originally posted by Tiberius
              Finishing the road (connecting to the capital) reduces the corruption/waste in Jackson with 25% or so; this is why we gain the 3rd shield but lose the 4th.

              Edited: I don't know the exact number for the corruption reduction; RTF corruption readme thread
              I have just looked at the corruption readme by alexman for the exact figure - a city connected to the capital has 15% less corruption/waste. I knew connecting to the capital lowered corruption/waste a bit... just didn't realize that 15% may actually make a difference in our case...

              Anyway, good work, Tibi!

              Comment


              • Nice work, Tiberius. Let's road.

                You can save a lot of time on simulations like this if you simply place the cities & terrain improvements you want in the editor. To place improvements, just use the overlay button (next to the resource button, IIRC). To place cities, set the Legoland-type Civ as the Active Player (Map menu). This will enable the unit & city buttons, which are to the right of the Terrain, Resource, and Overlay buttons.

                Comment


                • I'll try this, Kloreep. Thanks !!!
                  "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                  --George Bernard Shaw
                  A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                  --Woody Allen

                  Comment


                  • So, if there are no objections:

                    Menial orders for 2800 BC:
                    - Howard: move W
                    - Conan: move SE
                    - Gaul: move E
                    - Angus: move E
                    - worker: move NE
                    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                    --George Bernard Shaw
                    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                    --Woody Allen

                    Comment


                    • Tiberius,

                      Sounds good to me !

                      My only concern is moving Angus so far away from the cities in case something major comes from the west. But I think that he can safely move this turn anyway.

                      Comment


                      • I was against moving him, but now that he was moved, at least let get as much "profit" from this as we can. He'll move now E, then N, and then back to the urban area, before sending him to explore what is beyond that isthmus.
                        "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                        --George Bernard Shaw
                        A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                        --Woody Allen

                        Comment


                        • Well it is a good idea to connect Jaskson City to the capital. I would also like to get those dyes connected to our cities so that we can have its happyness effects.
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                          • Has anyone noticed we played another turn?

                            Well, even though it is nothing really serious, I would like to hear what everybody thinks about our exploring warriors. Here is my suggestion:

                            1) Angus: I believe we should now send Angus back to Legopolis, effectively making the shiny new Merc free to go to the isthmus ASAP. This way, we will have the Merc block the isthmus in 5-6 turns (as opposed to 8-9 turns Angus would need), which basically allows Howard to continue beyond the isthmus with very little waiting/idling. Legopolis will need a garrison in 4 turns, which should be just enough for Angus to get there. A warrior should be enough to garrison the city, as there are no threats near by. If there is any threat we might need to engage, it would come from beyond the isthmus - and that's why I would like to have our best unit there ASAP. Thus: move Angus N or NW.

                            2) New Merc: as explained, I would send him towards the isthmus. Thus: move the Merc N or NW.

                            3) Howard: this is obvious, I guess. move Howard W or NW.

                            4) Conan: as I would prefer sweeping Conan and Gaul as far to the south as possible, I would suggest moving him S now and E or SE on the next turn. But SE now and S or SE a turn later would be ok, too.

                            5) Gaul: I would suggest following the coastline now in order to gather as much info on possible shallow passages allowing for naval exploration across the water. Thus: move Gaul SE.

                            Legopolis will start another Settler, the Worker will start roading... and that should be it.

                            Anyone having a better idea what to do? I know this is not very exciting, but maybe it's time for a long term strategy discussion... Just few more turns and Zargon should be able to start working on our future city placement plan, I guess.

                            Comment


                            • Howard, Conan, Gaul:

                              But I'm confused as to who will escort the settler Legopolis is gonna build. While the way to Panama (or whatever we call the city) can be kept lit up, how much do we want to risk from mounted barbs? (And does anyone know when they start appearing?)

                              Comment


                              • I've got big news the RPers have met ND!!!
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