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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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thanks for the link, hatschy.
"the strategy" you talked about, blackice, is building caravans early, before granary and aquaducts, right ? 
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Johny Cartonny
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Leuven
May 2004 time: 05:35
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Doesn t anybody uses slavers (for growth sake)?
And why changing government to communism or fascism, and not holding on to theocracy?
If anyone knows any good hints just let me know.
thanx
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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well, johny, with slavers it is such a thing. if you dont have much to enslave, as is the case in some game setups, then building slavers is mostly a waste of production. but if used wisely, they can indeed be a force to be reckoned with. if you expect many small fights that you win, then having a slaver with the troops is certainly a good idea. also it is useful to concentrate as many slaves in one city as possible to have that super-city build the more expensive things.
as for the government change. both communism and fascism allow for 70 cities instead of the 40 of theocracy, so you can expand even further. often you will find yourself peacefully expanding to just below 40 cities and ready to go to war, but those precious enemy cities will push you over the top. 
also, communism is superb in production, fascim in military strength. and also vice versa they are still better or equal than theocracy.
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filix
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quote: Originally posted by blackice
I start pw at 10% with first city. Note no production penalty for 10%. It all goes to fisheries at size three to mines. Generally like Grandpa Troll 20-30% after granaries. |
I dont use 10% or 20% pw at the beginning. I use 100% of my production for PW after mills or factories
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Johny Cartonny
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Leuven
May 2004 time: 05:35
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The pw bug happens when I go to hundred and then go down again, then the counter doesnt make steps of ten.
Never have known science to be just 60%.
It has always been 59% (to my notice).
But I assume its not allowed to use the 13% on pw, or is it?
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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IF we discover what causes this bug, then it certainly wont be allowed.
as for PW, i am more a supporter of deciding on case to case instead of sticking to a general rule.
a while ago i posted a loooong post about how i actually draw PW from my production. im using several options, for more or less PW, from which i choose depending on how much and how urgent i need PW.
generally spoken, i try to resist the temptation of spending PW everywhere (which is rather hard for me sometimes ) and instead evaluate from game to game. i think it is a good idea to quickly generate PW at some point in the game when you have around 10 cities to power up a few of your cities that are sitting near mountains. ocean/mountain cities are always candidates for this, but also grassland/river/mountain cities.
if you have only one city that produces an item next turn, it is obvious that any PW setting that will still produce the item the next turn is free lunch.
for several cities it becomes more difficult as there is no absolute 'free lunch' anymore, but rather you have to set priorities. that is the basic idea of my method and the miscellaneous options i mentionend. i will see if i can find this post...
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