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  • We love the _____ day benefits?

    Is there a way to use WLT_D to quickly grow your population, as in Civ II? Has anyone figured out the exact benefits of WLT_D?

  • #2
    I believe the benefits of WLTKD, according to the manual, are better resistance to enemy culture and propaganda and lower corruption. Sorry, I don't have any more specific info. It seems that they're less powerful but more common in civ3.
    kmj

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    • #3
      Not sure either, but I think I noticed less corruption after I got a WLTQD as the Egyptians. I also got one or two extra wings on my palace.
      None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

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      • #4
        must be something like that(lower corruption) and (not sure at all here!!!) i think some buildings give more culture points
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

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        • #5
          corruption must be the best benefits.

          my science actually was better after pumping up my luxeries. the wltk days seemed to help out in science (due to more commerce)

          no pop booms though

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          • #6
            the reduced corruption probably indirectly ended up giving you more science pts. I don't think the we love the... day gives any direct commerce boost.

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            • #7
              I was disappointed to see that the massive population expansion during the "We Love the President Day" doesn't happen in Civ III. In Civ I and II, a lot of my strategy centered around encouraging a Republic or Democracy to experience that kind of explosive growth.

              I stumbled onto an alternative. While playing the Americans, workers do their tasks faster, as is the case with any Industrious power. Thus they're more likely to be idle, especially when your continent is fully settled and developed. Also, I thought it was a waste of growth when a city hit that 12-population ceiling before constructing Hospitals. So when a city got to 12, I got into the habit of building a worker before the granary filled, knocking the city back down to 11 and letting it grow again, usually the next turn.

              These two factors added up to as many as fifty workers doing not much of anything. When Steam Power came along, they railroaded the continent pretty darned quickly, and of course the onset of Industrialization gave them ample employment cleaning up Factory and Coal Plant Pollution. New colonies overseas would also get boatloads of new workers either to terraform or to give a population boost. But other than that, they spent most of their time repeatedly planting forests and logging, as most of the world was settled and developed.

              Once I researched Sanitation and the Hospitals were built, I found that I could add workers back into my cities, even at size 12. I was ecstatic. In Civ I and II, settlers can't add population to cities beyond size 10. So I went whole hog and added lots of extra workers back into the cities, increasing the population of my cities from 12 to about 16 or 17. It was like We Love the President's Day in Civ I and II!

              The economic effects were twofold. Not only did the expanded population boost national production and income, the eliminated workers decreased upkeep expenses. So in a way, I was "storing" growth factors in my workers while waiting for the 12 population "Hospital Barrier" to be lifted. Sounds like the makings of a good growth strategy.

              Just a quick note on one downside of this situation. I played "worker-tug-of-war" with my warlike Iroquois neighbors who would at times capture stacks of workers toiling along the border. I'd have to go after them and recapture them. It was actually kind of funny, but was risky too. I quickly got most of them back before the peace treaty was signed. I've got to remember to protect my workers with military escorts.

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              • #8
                It is simple,
                WLTKD LOWERS WASTE (corruption from production).

                It is very usefull for those distant cities.

                Especialy if you have 6+ luxuries (makes WLTKD easy to get).

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                • #9
                  main benefit is the fireworks.


                  ER

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                  • #10
                    Hmmm

                    So is there any proof of science boost with more WLTKDz?? If so, that would speed up things a lot for me...

                    What are the effects of increasing luxurie in CIV3??

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                    • #11
                      Each luxury makes a single person happy in each city... if you dont have a marketplace.

                      If you do have a marketplace, then follow this table:

                      1 & 2nd luxuries make 1 happy face each
                      3 & 4th luxuries make 2 happy faces each
                      5 & 6th luxuries make 3 happy faces each
                      7 & 8th luxuries make 4 happy faces each

                      So if you have 5 luxuries in a marketplace city, you will have 9 happy faces produced in that city. If you have all 8 luxuries in a marketplace city, you are producing 20 happy faces in that city (although some of those happy faces are used to make unhappy pops content).

                      IMO trading for luxuries is the easiest way to get many cities WLTKDing.
                      I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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                      • #12
                        For those far-away cities, WLTKD can be the first time that your city has greater than one production. Remember, however, that you need a minimum population of 6 to enjoy WLTKD.

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