capturing a worker sometimes auto-kills it. Thus we will not be in a position to give it back. I think we email them about it quick.
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Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
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I think any sane risk/reward analysis would argue against killing the worker.
Sunrise, if we take the worker but don't delete it, can't they just take it back the next turn and we are down one unit? If not, we can hold the worker "hostage" and follow up with a diplomatic e-mail to this effect:
Apologies for taking your Worker hostage, but we cannot allow that road to complete until peace is secured. Once we have concluded our negotiations your Worker will be returned unharmed.
Darrell
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happened to me all the time in a game I was playing. But that was a mod so it might be mod specific. Anyway - it was very annoying.Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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Originally posted by Sullla View PostQuestion: do we want to whip the library at Red Herring? It has no whip penalty as yet, and it we're pulling a lot more food than shields there. Or do we need to save population for an emergency unit whip? It seems like we have that covered with the trireme and archer though...
My city build recommendations were/are:
Missionary from Something Fishy (for Pink Dot)
I suppose a courthouse from Green Acres is OK.
Forge from Cape Town
Switch to settler at Mellow Yellow
Confucian Missionary from China Beach (to get another monastery into Airstrip One)
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Ruff - that's the AI, right? Normal worker captures in MP or SP definitely do not auto-kill the worker. The AI does though since they capture and delete it at AI-speed.
I'm totally fine with leaving the worker be as a political gesture. I'll concede that point to Soooo and Darrell. But for informational purposes only a chariot is worth next to nothing compared to delaying an enemy attack. If, for example, Imperio moves in this turn, a single-turn delay would mean the difference between our mounted units in the south being in the fight or not.
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Originally posted by darrelljs View PostApologies for taking your Worker hostage, but we cannot allow that road to complete until peace is secured. Once we have concluded our negotiations your Worker will be returned unharmed.
Ruff, workers are not auto-killed on capture in the standard game. It can look like so in SP because the AI immediately deletes any captured workers in enemy or most neutral territory.
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It was definitely workers that I was capturing that were killed (ie deleted) but I am pretty sure it might have been while I was playing a mod.Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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Originally posted by sooooo View PostMy city build recommendations were/are:
Missionary from Something Fishy (for Pink Dot)
I suppose a courthouse from Green Acres is OK.
Forge from Cape Town
Switch to settler at Mellow Yellow
Confucian Missionary from China Beach (to get another monastery into Airstrip One)
Can't log in to check, but I'd go for a cat at CB if it can get to the front by the time our units at Pink/SF have healed.
If we're going to draft Green Acres down, will we really need a CH there?
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Originally posted by Swiss Pauli View PostI'd keep Cape Town on units as we need to replace the half dozen cats we've sacrificed lately, so I'd go for a treb as we'll now be fighting Templars inside their cities. If we want to press home our advantage against Templars we should first get our Stack o Doom together, and then go for a Forge in Cape.
If we're going to draft Green Acres down, will we really need a CH there?
Can't log in to check, but I'd go for a cat at CB if it can get to the front by the time our units at Pink/SF have healed.
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Originally posted by T-hawk View PostI like this approach and this message. I do not trust the sincerity of Imperio's peace talks - all their bluster about peace may just be delay and smokescreen tactics.
That worker can also be used to do some "reparations" from the damaged we suffered during peace time sabotage by Imperios spies.
EDIT: I think sunrise argument for needing more time to bring in our knights is the most crucial one.
mh
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BTW - who's been messing with the tiles? I logged in and we have some extremely weedy tiles at MY - an engineer and an unimproved plains? I set them back to the correct tiles (the coast!). Settler is still just a triple-whip even at 100 hammers because we have a forge.
I also noticed that someone changed from working 2 mines at Airstrip One to a new cottage and a grass forest. Now maybe working the cottages could be argued for, because the timing of the bank is rather unfortunate what with us going to put the slider up at around the same time. But the grass forest doesn't make that much sense to me. Maybe cottage+grass mine is the best combination after we switch out of bureaucracy, but for this turn I think we should stick to the mines.
I put SF and CB onto catapults, but think we should change them to missionaries if Imperio sign peace. Maybe SF should be missionary even if Imperio don't sign peace. At GA I'm more sure that missionary is better than courthouse. Courthouse is pretty rubbish here. It only saves 3 GPT while the city is size 9 (!). When it is size 5 it'll be saving peanuts.
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