Arrian wrote:
I play with him off, too, but this always happens to me anyway in cases where growth coincides with expansion of cultural borders. Maybe this was fixed in PTW?
This is a bit OT, but... I personally feel guilty doing that. In fact, I kept having this problem where I would load from autosave to negate that type of disorder, and then I would sooner or later have such a strong feeling that the game was "invalidated" that I started up another. I restart a lot anyway due to the "lure of the start", even when my games are going well, and thus it gradually became ridiculously uncommon for my games (huge/16) to last longer than, say, 1000 BC. I thus turned off AutoSave and, while I find myself gritting my teeth a lot, I'm moving farther into the game and, as a bonus, am learning a la sink or swim to avoid disorder... which, considering I have ADD, is a bit of a feat.
Oh, the joys of neurotic gaming! :-)
Dominae wrote:
The growth issue is "unfortunately" complicated too. Very large towns in the ancient age are often a liability, because they often outgrow the empire's overall luxury-slider needs or their palette of developed tiles, or encroach upon other towns' (especially camps') developed-tile needs, or have trouble reaching 10 shields without an odd tile allocation, etc. But yes, food micromanagement is a consideration equal to, if not greater than, shield micromanagement.
Amen brutha! This goes for food micromanagement as well, of course.
"Temporary maximum size" is something I find impossible to keep track of in my games, as it requires a level of context that I can't see when looking at a city... and I find it too distracting to jump out and back in again just to make sure I have a good reason for limiting growth. In other words, I find maximum sizes quite volatile, as I am constantly building more garrisons, raising happiness or lowering pop enough to free up garrisons elsewhere, improving tiles to add food or enough gold to change the luxury situation, bringing new luxury tiles online, hooking border towns onto the grid, etc. etc. etc.
Jeepers, where did I recommend that? My lines of defense against shield waste are:
-- starting builds at 10-shields, completing them if they're a fit, raising to 20 if not, raising again to 30 if not, then just biting the bullet unless there's a useful 40+-shield item to build
-- OCP-filling camps, 3-spaced cities (my spacing is an "opportunistic" mix of 3, 4, and 5, with camps to fill the worst gaps), and tile redistribution
-- grabbing the chance to get a little more food or gold. (Yes virginia, I sometime leave max food squares unclaimed, if they provide only a little more food and are otherwise far worse than the best available alternative tile, except in some cases where the town is in a high-corruption area.)
Dominae, the great thing about Civ and 'Poly is that it's a very varied experience for a very varied crowd. And me, I LOVE theory!
Funny... worker micromanagement, on the other hand, I really can't get into. I mean, the worker dogpile stuff. I "elide" this micromanagement by just following the rules:
- never send a worker to an unroaded tile more than once, unless there is a strategic gain involved or the gain in turns-to-first-benefit will be immense. (For this reason, I can't see why dogpiling roadbuilding on plains would be an interesting case -- it's something I'd normally never do, unless maybe there was a forest there at first and I had nothing but slaves for the job!)
- never pair slaves and natives, because otherwise the math becomes too confusing
- never pair up when there's an odd # of turns to completion, unless
- never end a worker-turn moving unless moving into an unroaded square
- "always spread outwards" -- all else being equal (which it never is), when choosing a direction to move, choose the one farthest away from your existing cities, and when choose a target space, choose the one providing the most balanced "spread" of worker locations.
- "avoid the capitol" (pre-PTW only) -- once the capitol's needs are met, never unnecessarily improve its area, because you will constantly be buying workers that will have no efficient choice but to be doing precisely that.
Enough for now, fer God's sake!! :whatevertheiconisforlaugheyface:
USC
I play with the happiness governor off, so I don't get autoplaced entertainers.
I often forget, and find myself loading up the autosave (unlike reloading for better RNG results, I have no problem with fixing something I genuinely meant to do, but forgot) - at least in the crucial early game.
Oh, the joys of neurotic gaming! :-)
Dominae wrote:
The main thing to keep in mind when counting Shields is that your cities grow, and this growth is better long-term than a "perfect fit" for Shields and production items. It's better to waste 6 Shields building a Horsemen in a 9spt city once, than to slow down its growth on the way to 10spt.
While cities are growing, frequent micromanagement helps avoid waste by splitting, for example, a 30 Shield item into 2*7+2*8. This is the main reason why I like overlap between city radii (3-tile spacing or closer).
Once the cities grow to their (temporary) maximum size, I then plan to slow their growth by working Plains with Mines, Hills, or Mountains, or simply by creating a Specialist (usually Scientists for 40-turn research).
in general I do not agree with artifically halting growth just to avoid Shield waste.
-- starting builds at 10-shields, completing them if they're a fit, raising to 20 if not, raising again to 30 if not, then just biting the bullet unless there's a useful 40+-shield item to build
-- OCP-filling camps, 3-spaced cities (my spacing is an "opportunistic" mix of 3, 4, and 5, with camps to fill the worst gaps), and tile redistribution
-- grabbing the chance to get a little more food or gold. (Yes virginia, I sometime leave max food squares unclaimed, if they provide only a little more food and are otherwise far worse than the best available alternative tile, except in some cases where the town is in a high-corruption area.)
There's a lot to talk about here, but it's all theory and therefore rather bland.
Another thing I've been working on lately is trying to avoid wasting worker turns whenever possible. In the past, I wouldn't have batted an eyelash at ordering 2 non-industrious workers to both road a tile of flatland (1 such worker needs 3 turns, the two together do it in 2... but it's inefficient).
- never send a worker to an unroaded tile more than once, unless there is a strategic gain involved or the gain in turns-to-first-benefit will be immense. (For this reason, I can't see why dogpiling roadbuilding on plains would be an interesting case -- it's something I'd normally never do, unless maybe there was a forest there at first and I had nothing but slaves for the job!)
- never pair slaves and natives, because otherwise the math becomes too confusing
- never pair up when there's an odd # of turns to completion, unless
- never end a worker-turn moving unless moving into an unroaded square
- "always spread outwards" -- all else being equal (which it never is), when choosing a direction to move, choose the one farthest away from your existing cities, and when choose a target space, choose the one providing the most balanced "spread" of worker locations.
- "avoid the capitol" (pre-PTW only) -- once the capitol's needs are met, never unnecessarily improve its area, because you will constantly be buying workers that will have no efficient choice but to be doing precisely that.
Enough for now, fer God's sake!! :whatevertheiconisforlaugheyface:
USC
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