Has anyone on the boadrs had a freak of a city (eg. , like the one I got with half hills and other half grassland as terrain , with Iron , Horses , Saltpeter , Coal , AND a river in its city radius ) .In the example , the iron disappeared about five turns from Steam Power . If anything like that or similar has happened , please post screenshots , there are some comparisons I want to do .
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Ever had a Super-Lucky City ?
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The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it
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Best start EVER I had, by far, was not only great for resources, but great for perfect spacing of cities. I'll put in a screen shot. Capitol had 4 Silks, 2 wheat, 1 cattle and 1 horse (i've not finished the game yet so there might be more ... i'm only just getting to physics).
The problem was that I was all alone so I didn't really have a chance to trade any techs so I'm a bit behind on that.
Oh well..."Nothing exists except atoms and empty space; everything else is opinion"
-Democritus of Abdera
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When I started to realize how hard it was to get an Iron works up and running I started counting how many I had and how many games where I didn't have one I captured one from the AI.
So far, I've had 4 Iron Works since I started playing Civ3 in one of the cities I founded. I've had 8 in cities I captured from the AI.
I think there's an Iron works conspiracy afoot.
Cheers
~Thadalex"Nothing exists except atoms and empty space; everything else is opinion"
-Democritus of Abdera
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I have had Iron Works four maybe six times. Not sure but I have increased it lately by taking one fairly developed town apart, producing a settler and moving it one stinking tile just to get the Iron Works. Planted a settler in my last game to get another and started the Iron Works early for the city so I could be sure to get it before coal or iron ran out. Later iron did run out but I allready had the Iron Works.
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Originally posted by Ethelred
I have had Iron Works four maybe six times. Not sure but I have increased it lately by taking one fairly developed town apart, producing a settler and moving it one stinking tile just to get the Iron Works. Planted a settler in my last game to get another and started the Iron Works early for the city so I could be sure to get it before coal or iron ran out. Later iron did run out but I allready had the Iron Works.
Its great if you don't have hospitals yet and most of your cities are sitting at 12 pop... just pump out a settler from one and workers from the rest and in a few turns, you can add all the workers to the new city producing iron works and you now have a nice size (for argument's sake, of course the size depends on how many workers you sacrifice) 10 city that can really crank out the units/buildings.
Cheers
~ThadalexLast edited by ThaddeusAlexander; October 12, 2002, 16:19."Nothing exists except atoms and empty space; everything else is opinion"
-Democritus of Abdera
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Here we go again...The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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Originally posted by ThaddeusAlexander
I've done that before, but i think you mean two tiles since you need one space between cities...
Chances are its just not worth all the wasted turns of effort to get rid of a city for it.
It was worth it. It made a city that could produce a tank in one turn well before it had twenty citizens.
I never have hospitals at that point in the game in anycase. Coal comes with steam and that is when started my abandonment of a mid sized city which is not a bad time to produce a bunch of workers. Next comes Industrialization. Then I go up the TOE-Hoover route and follow that up with Replaceable parts before I go for Hospitals or the tank route. Often I get tanks before hospitals.
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See as a peaceful player I go for hospitals right after i can defend myself properly through nationalism, then make a run for the free techs that come with Darwin.
Its never worth my time disbanding a city if all my cities are above size 12, thus my comments on building a settler and a bunch workers and just plopping a city in the middle of nowhere.
Besides, it just doesn't seem to make much sense to disband a city in my mind, does it to you? Think of our world.. if you knew a city would be far better located a hundred miles down the road, do you think everyone would just pack up everything they own, tear down buildings and abandon everything and move the entire city and rebuild it? Would you move an entire city?
I think keeping the game as realistic as possible makes it a better game. Starting a new city,a small one to act more like a large colony makes far more sense in my mind.
Cheers
~Thadalex
Oh and I see we have drawn a crowd"Nothing exists except atoms and empty space; everything else is opinion"
-Democritus of Abdera
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Originally posted by ThaddeusAlexander
See as a peaceful player I go for hospitals right after i can defend myself properly through nationalism, then make a run for the free techs that come with Darwin.
I used to go for Nationalism first in the Industrial Age but now I bybass it as well. The whole idea is to get to Hoover as quick as possible and I think this is the fastest route. Following up the Hoover Tech with Replaceable Parts before Hospitals speeds up my Railroading.
Its never worth my time disbanding a city if all my cities are above size 12, thus my comments on building a settler and a bunch workers and just plopping a city in the middle of nowhere.
Aside- have you ever noticed that we have THEN and THAN which are two similar words, but we don't have two versions of THAT so wind up with the awkward THAT THAT pair which is actually pronounced and used as two slightly different words THET THAT.
Besides, it just doesn't seem to make much sense to disband a city in my mind, does it to you?
Think of our world.. if you knew a city would be far better located a hundred miles down the road, do you think everyone would just pack up everything they own, tear down buildings and abandon everything and move the entire city and rebuild it? Would you move an entire city?
I think keeping the game as realistic as possible makes it a better game. Starting a new city,a small one to act more like a large colony makes far more sense in my mind.
Cheers
~Thadalex
Oh and I see we have drawn a crowd
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Originally posted by Ethelred
Hospitals are a dead end and I can either come back to and get it in four turns cheap or I can trade for it.
I used to go for Nationalism first in the Industrial Age but now I bybass it as well. The whole idea is to get to Hoover as quick as possible and I think this is the fastest route. Following up the Hoover Tech with Replaceable Parts before Hospitals speeds up my Railroading.
Nationalism bypass case was made rather well by Zachrial (sp) or someone and made me consider it at times.
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