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ormuzd
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after the settler is completed we will have +2 food and +6 shields OR +3 food and +5 shields (depending where will our wf be placed).
This means +30 shields or +20 shields (22 with some micromanagement) until the city grows again.
Maybe we can try to make barracks and after this settler, hoplite, settler, hoplite, ...
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GodKing
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Detroit
Feb 2002 time: 00:35
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One of my concerns is the growth factor of the city. We will grow to size four quickly (4 turns average - depends on the WF allocation), and then we either have to play with the lux slider (less research) or we have to play with tax men. The earliest we can buld a settler is 6 turns. I have not run the calcs (and trust me, I will do so before the decison is finalized, but in case someone else has the time feel free to do so) what I am thinking and leaning towards is a queue of:
warrior
worker
settler
barracks
hoplite
worker
worker
settler
to far to think
This should keep our population low enough to manage happieness, strong enough to build well, and generally keep things moving forward nicely. The issue is that we may become a little heavy on workers up front (working tiles that will not be needed for a while) but if so and if we feel it is worth it, we can always add them back into a city to speed its potential.
A trick I have done agains the AI in small maps, elimination games - produce one warrior, then 2-3 workers. Chop all wood nearby for a barracks and archers. Then add the workers back to the city so you go from size 2 to size 5-6. Then you out produce the early civs with your one city. Hurts long term planning, but is amazing for the short term as you have the ability to produce good military units every 1-2 turns, assemble an army, then kill the closest neighbor(s). Not really advocating this here (we have a defensive UU), just mentioning it for thinking about.
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GodKing
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Detroit
Feb 2002 time: 00:35
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First - I like to keep 1 - 1.5 workers per city. This allows for the actual keeping up of growth and production. Remember - we will be in constant growth and expansion. Up until the age of Rail Roads (which I don't see us getting to in this game, as I suspect there will be two teams eliminated before then) I like to keep that ratio around, then after all cities are RRed start adding them back in, so that you have only 20-25 or so (mostly slaves, who cost nothing in maintance) to handle pollution and the occasional volcano eruption or bambardment of my shoreline.
Second - Who said anything about keeping both the workers near the capitol. We need only a couple of things done to that city - but will soon have city No.2 to build up. That city will just have a single road connecting it to our capitol when founded. We have lots of trees we can cut so as to get a barracks quick. We have lots of roading to do to get to the ivory and the flood plain sites, let alone a coastal site or the small desert to our rear for city No.6 (and yes, I am thinking that far). Want to have that ivory connected early? I know that I do. If we only have one worker - I don't see how we can do that unless we just have him roading only. I personally like to irrigate and mine.
Happieness. Huge problem. MP's are in my opinion usually just a wasted unit. It just sits there - not scouting, and beyond the first unit, not even defending, just sucking up some gold, shields to make them, and for what? Keeping the d@mn women folk from rioting in the streets!!! We have good population growth - almost too good. We will be growing faster than we can keep the people happy, and faster than we can knock down the pop with just settler/unit production. Workers keep the pop down, and they allow us to be productive in doing so. They only cost 10 shields. They can be added back into the cities when no longer needed.
This is why I think we need to keep adding in workers. Good prodcution is the key to winning Civ. Everybody here knows that. How better to have good production that to have a good work force that is capably handled?
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:35
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May I suggest something slightly different here:
Finish settler,
warrior,
settler,
worker,
barracks...
whatever happens after, I don't know. THe new cities can go something like this:
Warrior,
worker,
warrior/hoplite...
You have the first city site half developed, and the second can be developed quickly enough to facilitate quick build times. Apolytons pop is kept low enough so we dont have to use to much of the lux slider, while keeping it productive.
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ormuzd
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I don't think the barracks are good idea for the capitol (already). The capitol should produce only settlers and workers and the rest of the cities will build the warriors/hoplites/other mob
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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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I was discussing this with Togas and Kloreep, in chat tonight. Togas got part of this before he went to bed, and Kloreep got the rest
First off, we have mainly desiced on the worker-warrior route.
Now, Because of happiness constraints and keeping out pop level up for faster SPT for REX/recovery, I was thinking of getting 1 to 2 more warriors our of poly before the Settler is built. This gives us basic units for the home front and for scouting purposes. Also, don't forget, we have a barb hanging around and are afraid of losing a warrior to an attack on it.
So, if we are so worried about losing one warrior, at this point in time, then we should build a couple of more.
E_T
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