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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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This is mostly for me, for reference, but really for any who wish to delve into our team's MM.
Section I:
A. Worker turns by job:
Road on flat land - 3
Irrigate - 4
Mine on flat - 6
Road on hill or forest (or jungle?) - 6
Chop forest - 10
Mine hills - 12
Road jungle - 9
Clear jungle - 24
B. Worker jobs in PBEM:
For some odd reason, the job itself actually completes 1 turn early, and then the worker is "frozen" for a turn. So if you mine something, it takes 6 worker turns, but is actually done in 5. Roads are actually done in 2, etc.
I just found this out from E_T, in discussions over at MZO. Yikes! Something to remember in the future.
Section II: Mechanics of food/shields/commerce
A. Order:
1 - Commerce
2 - Food
3 - Shields
B. City growth: When a city grows, the new citizen is allocated automatically to the land, and the city will reap the extra shields that very turn.
C. Example:
City has 15food, and is running +5 food/turn. On the next turn, food comes in first. This fills the food box, resulting in growth. The new citizen is allocated to the land (in this case, likely to the higest shield tile the AI can find) and then shields are computed. If things are synched up so a settler is produced, the sequence should look like this: food -> growth -> shields -> build complete/pop decrease.
-Arrian
Last edited by Arrian on 05-02-2004 at 20:41
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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Oops, I didn't see your question until just now.
Cow on grassland: base of 3food/1shield under despotism. Irrigation brings it up to 4 food/1shield.
Cow on plains: base of 2 food/2shields under despotism. Irrigation brings it up to 3f/2s.
In short, irrigating cows always "works." Not so for mining cows on plains (2f/2s, despotism eats the 3rd shield).
Incidently, our irrigated cow will go up to 5fpt when we enter republic (and the wines will increase to 4fpt). I think we should leave the irrigation, though, and just mine some hills (see revisions to the plan, I'm putting together a new team of three to do just that).
While that's going on, the city can keep pumping out workers, maybe 1 more settler (for a city SW of Ciao), and then we can let it grow, pumping it up to size 12 and working a LOT of mined hills... we could build a major wonder there. Trouble is, the max # of hills Izz can work is 5 (4 regular, 1 wine hill).
At size 12, theoretically...
Irrigated Cow (5f, 1s)
Irrigated Wine (4f, 0s)
Mined Bgrass (2f, 2s)
Mined wine hill (2f, 3s)
4 Mined Grass @ 2f, 1s each (8f, 4s).
Plus 4 mined hills @ 1f/3s each (4f, 12s).
City tile = 2f, 1s.
23 spt at size12, probably down to 22 with 1spt lost to corruption. And that's still with 1fpt coming in. We could let Burundy have the irrigated wines, and tack on another mined grass tile (or the irrigated plains tile) for Izz, bringing it to 24spt (23 after corruption, most likely).
Yeah, baby.
-Arrian
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