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Spaced Cowboy
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Dallas TX
Nov 2001 time: 23:32
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Thats right, I just finished my first epic game of conquests (prepatch) (Emp, Egypt, large, 8 civs) winning with a space ship launch in 2005.
I was in disbelief when I saw the time stat, although I was in a habit of leaving the comp on overnight while playing.
I did notice two glaring problems.
The AIs use of armies....that is they do not use them that I could tell. On the replay, Germany produced a dozen great leaders (mil) on its march to take over its continent, yet later when I invaded with my armies, there were only counterattacks with single units.
As already mentioned by others, the AI also does not defend against attack very well. Seems like the Germans could have brought up defenders from the rear (the area that could not be attacked due to movement penalties) and shifted some artillery to the front to pound the attacking units before the assault. Any human player would have done this.
If the AI did those three things, then I would not have rolled over it as easily or at all. 
The second issue was pollution. I really did not mind having to send workers to clean up the stuff (but that does get old too), but my main gripe was having to reassign the city worker that gets bumped off of his polluted square. 
Most of the time, I was able to clean the pollution in one turn. So it was more of a pain to reassign the worker and readjust my specialists. I could have automated the workers to clean pollution, but then I would not have the visual clues to go into the cities and reassign. Well this did encourage me to build the mass transit systems and the recycling centers.
I guess that I start another game this week. I hope that it does not take as long this time. 
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thorpey
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England
Jan 2002 time: 05:32
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I tried to automate my workers to clean up pollution and found that shfit-P was gone.
I know shift-C is there to 'clear damage' but couldn't find a way to automate.
Anyone?
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The Hack
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quote: Originally posted by Spaced Cowboy
According to the Conquests manual, automating workers to clean pollution is now shift-D. |
I was im an epic war and tired of manually moving my workers to clean up pollution and used Shift-D and half my workers went to clean a volcano annd the next turn it blew killing about 15 of them. Also the others the next turn went to the battle area to clean craters and it was a pain protecting them untill I got them out of their. I agree that manually moving them is tedious and reseeting the city workers is a pain. But late in the game the governers to well enough at that too not really matter that much in most of the cities.
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Plotinus
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[The Hack] Hey, there's worse spelling than that around here!
[steven8r] I think I am the only computer games player who likes manuals. I refuse even to load up a game until I have read the entire manual from cover to cover. Should I seek expert help?
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CerberusIV
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I do use governors for moods but they have their limitations.
The biggest problem is that they don't use civil engineers so are useless at finishing improvements in corrupt cities.
Also watch out with agricultural civs in the early game. I had a start as the Celts with an extra food in my capital so the governor chose to work a forest rather than a shield grassland. Not smart when you are trying to get the city size up for your first settler.
The only consolation of seeing the governors screw it up is that all those AI cities are being run the same way.
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Cerbykins
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I suppose, from the governor's perspective, he can get more use out of un-corrupt 'specialist gold' (at least I assume, perhaps wrongly, it's uncorrupt )
And considering by this point I lack the will to care about the outer empire, and/or buy the courthouses/PS - I've not really caught on to using them yet. I suppose they have their use, and I can SEE how they'd be used, yet somehow - the opportunity just don't come these days 
And don't be so sure the AI is using the same strats on itself, I'm sure I saw it choose mines over checkerboard landscaping, even with water available. Or it could just have been co-incidental bad planning on the AI's part. AGAIN. 
I will get back to playing MOO3 sometime, but I'd still like to see how to successfully/productively over-rule the governor on more than just ship design (categories, not the designs themselves) and mass colony ship building at the start 
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