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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Mohammed Al-Sahaf > Worker building cities
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OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:34
  Old Post 22-02-2004 17:54
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Worker building cities Lose 30 kilos (of popups)

I've been looking at the save closely for a while and think things are looking cool. Once we have the FP built and the palace jump completed we should have the framework of a great nation and when we become a Republic we should see a surge in growth and overall power.

However one thing that I think we need to improve is the worker situation as I don't think we have enough or the potential to build enough either. We currently have 2 cities building workers every 5 turns see pic. When we become a Rep they will be able build workers every 4 turns initailly then every 3 turns once we get more improvements done around them, ie hills mined.

http://apolyton.net/upload/view.php?file=20441_msatworkers.JPG

I've looked at it closely and would like to propose we build a granary in both cities, however I don't think we should be them the normal way I think we should build them super fast

Hansblix is currently at 10 sheilds and Igrends is at 2 sheilds, if we build another 10 sheilds in both, then the turn before we become a republic we do a pop rush in both. Hans at 20 sheilds can pop rush a harbour to take it to 40 sheilds and then switch back to granary while Igrends at 10 sheilds can pop rush a temple to 30 sheilds and then switch back to granary. Then once we enter Rep we finish both builds off by cash rushing them. Meaning we can start building workers again straight away.

The argument for having granaries in both cities is that instead of them being able to build workers every 4 turns in the short term and then every 3 in the long term. They will be able to build them every 3 turns and then eventually every 2 turns.
Also with a granary they won't have to use as many tiles and can also make some use of the desert tiles to.

In terms of the pop cost of the rush I don't think it would be that detrimental in the short term as the cities will be able to make up the lost pop very quicky especially with a granary and the pop will be more than made up for in the longterm.
In terms of the unhappyness I'm not certain but I think it will be negligable as long as the cities stay at size 3 as well have to run a rate of luxuries that will be high enough to cancel out unhappyness anyway, due to the fact that we have other bigger cities with less commerce.

The cost of the cash rush would be 150 - 200 gold which is alot but could come down if we waited longer before cash rushing.

Although both these cities are currently good core cities, once the FP is done and the palace is jumped they will be more periferal cities due to the lack of sheilds producing tiles. Worker cities is IMO the best use for them.

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