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BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:34
  Old Post 24-07-2004 10:36
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quote:

So, with courthouses in the Rank 8 and higher, we get an overall 70.8% increace in Productivity in those cities. Currently, the Rank 4 Cities (and lower) wouldn;t get any Courthouses UNTIL after they have Banks, Universities & possibly Factories built in them, to get the most for the little bit of improvement that courthouses would have in them.


Where exactly is this 70.8% coming from?

Are you simply adding the % change in corruption for these cities?
quote:

code:
Rank 8 - Hero’s Summit - 31.98% (22.61% with Court) Rank 9 - Eisten Boulen - 37.07% (26.70% with Court) Rank 10 - Silk Road - 40.99% (28.59% with Court) Thunder Bay - 40.99% (28.59% with Court) Rank 12 - Down Under - 48.96% (35.21% with Court)



Usig this method you could add in a few more cities and get the factor up over 100%! Which is not applicable or even reasonable to look at when considering why we would build courthouses in those cities.

What I feel is important is the return, in shields, we would get from the courthouses. I calculate, that these 5 cities, with courthouses, would give us a total of 11 more shields per turn! Not 11 per city, but 11 divided up among those 5 cities. At a cost of (5*80) 400 shields. It would take us 37 turns to reach the break even point.

Also, you percentage of increase in each cities efficiency is slightly larger than I have previously calculated. For example, look at Silk Road. You say it has a corruption factor of 40.99%. Then when you add a courthouse, you say it's corruption factor is reduced to 28.59%. A courthouse reduces corruption by 25% yet you show a reduction in corruption of a little over 30% (40.99-28.59=12.4) then (12.4/40.99=30.25%) I think it should be (40.99%*25%=10.25%) which provides (40.99%-10.25%=30.75). In short I think a courthouse in Silk road would recuce corruption there by ~10.3% while you say it's ~12.4%. Close enough though.

I don't think it's worth it to build courthouses in cities in which corruption/waste won't be reduced enough to save or give us 3 or more shields per turn. With a city putting out 10 shields gross is it worth an 80 shield investment to get it to net 5 spt versus 4? For a city capable of 20 it would be 10 spt versus 8; again, is it worth it?

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:34
  Old Post 24-07-2004 11:55
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Don't forget, our Impending GA

Eisten Boulen for instance:
at size 6, with using 1 of the Hills, 4 Plains and 1 irrigated desert (no Growth at that time), it would have 7 SPT and 10 TPT with the courthouse and 6 SPT and 9 TPT without.

While in the GA with the same WF, it would have 12 SPT and 15 TPT with the Courthouse and 10 SPT and 13 TPT without.

That translates to
4 Vet Frigates over the 20 turn GA (1 every 5 turns), compaired to just barely 3 Vet Frigates (1 every 6 turns) without the Courthouse.

As that is around when GWT might get themselves back on their feet, and make their attempt to Invade us, IMHO, that extra production, at that time, is more important than if we are "wasting" shields for limited payoff.

Plus, the Harbor that is built, in the interum, between the Courthouse and the GA, would take 3 turns longer, without the Courthouse, with it;s expected growth rate. And with the Harbor, I can get (up to the GA point), slight growth with using a Coastal tile instead of the Desert, for more trade.

And further, with the 3 extra turns, after the Harbor, and before the first Frigate, I could get 1 Vet Caravel out, right before the GA starts. But that would also require some shortrushing, to get it out before we get Mags, so it;s better to not do that and use that as a Frigate prebuild and have the first Frigate out of the Docks on the 3rd turn of our GA. That also lets us get 2 more out and very possibly a good prebuild on an Ironclad, at the end of the GA.

E_T

E_T is offline E_T
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  Old Post 24-07-2004 11:59
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quote:
Originally posted by BigFree

Where exactly is this 70.8% coming from?

code:
Rank 8 - Hero’s Summit - 31.98% (22.61% with Court)



Well, maybe I was wrong about the number, as I took 22.61 / 31.98 = 0.7070 * 100 for my 70% (I did that for all of those, then averaged them). Maybe my figuring was incorrect on that point.

[EDIT] O.K., I should have done it this way (31.98-22.61)/31.98 = 9.37/31.98 = .29299 * 100 = 30% reduction in that one city's Corruption. So, we just take my original figure and subtact it from 1.00 and we get 29.2%
[/edit]

E_T

Last edited by E_T on 24-07-2004 at 12:09

BigFree is offline BigFree

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Acampo, CA
Oct 1999
time: 21:34
  Old Post 24-07-2004 12:23
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You show that a courthouse helps a city. I have no doubts that they do. I'm just saying that it is not worth it in every city. Of course, if we are playing this game long enough, then the higher the payout is for a city with a courthouse. What I'm wondering is is it worth it now for us to build these courthouses in cities in which do not have high corruption rates right now? I say no.

E_T is offline E_T
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  Old Post 24-07-2004 12:26
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No, a courthouse reduces the corruption DUE TO DISTANCE by 25%, it also increases the MOCN for that city, too, which is the other part of the equation for corruption.

Cdist + Cnum = Total Corruption

In all cases, the Corruption due to Rank (Number of cities closer to Palace), plays a much larger amount of difference to the final amount than the distance part does. That is why, in the case of Silk Road, you get that much of a difference in Corruption. This is also not from calculated values, but from Simulated values. And the Sim Model that I have been using, after we found out that the Game Corruption Amount was altered from the Default for Regent Difficulty, has been 100% accurate, so, I can get my numbers to that point of accuracy, too.

And actually, for Silk Road, the Values that I have been able to get, are averages of ranges. In this case, I had my sim for this city up to a value of 28 TPT

code:
Lower Upper Working Average 40.91% 41.07% 40.99% 28.34% 28.84% 28.59%


Where the Actual corruption value, is somewhere between the Upper and Lower Values (inclusive) and the value is taken at 28. At higher values, the range will only narrow down more. But for the most part, at the values that we currently are working with, the Average will do very well (seeing that the range, in this case, is so close, it;s not funny....

E_T

vondrack is offline vondrack

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Jan 2002
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  Old Post 24-07-2004 12:31
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What else is there to build in those cities? Is there anything which would bring more benefit?

E_T is offline E_T
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  Old Post 24-07-2004 12:45
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So, for the example of Silk Road:

With an Aquaduct and a Harbor, after it;s Courthouse and at size 7, while in GA (without the borders having expanded to take in another Mountain & Grassland):

Out of GA: 6 SPT & 19 TPT (5 & 16 without the Courthouse)
In the GA: 10 SPT & 25 TPT (8 & 21 without the Courthouse).

Productivity wise

6 turn Frigates Vs 8 turn Frigates AND, only 7 shields of shortrush required in the Aquaduct/Harbor/1st Frigate builds, total.

E_T

BigFree is offline BigFree

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  Old Post 24-07-2004 12:46
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quote:
Originally posted by vondrack
What else is there to build in those cities? Is there anything which would bring more benefit?


Military units to keep GWT on the defensive. Naval units to set up a picket. MarketPlaces to provide more income. Libraries to provide more research power.

In that order.

E_T is offline E_T
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  Old Post 24-07-2004 12:59
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quote:
Originally posted by vondrack
What else is there to build in those cities? Is there anything which would bring more benefit?


As both of those cities are

Well, we have the choices of Mil Units (Barracks needed first for non Bombardments units), and Improvements for Cash (Markets), Science (Lib), Happyness (Temple), Growth related (Granary and or Aquaduct)

And with their lower SPT, before the effects of the Courthouse, they will take a long time to build, especially, as they are still growing (and the worker pumps Just got started up and there are other priorities for those first few workers). So, realistically, to take full advantage of when we are getting our GA and how long it;s been from when the cities have been built, even, we are doing d*mn good getting them ready for the GA.

Now, let me ask you this, how many Frigates/Caravels will be needed, to give us both early warning and a responce force to Multiple GWT/GCA invasion forces?? Than ask if we are wasting this for a few extra sheilds/trade arrows, now and not later. Multiply the figures, for just these 2 cities by 10 (we have about 20 Coastal cities, most are now building Courthouses) and see if that will come up with what we will need??

E_T

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:34
  Old Post 24-07-2004 19:13
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Welcome back ET.

quote:
Originally posted by E_T
O.k., I'll say this, IF I get the help, I'll take up the MoI tasks. for now....


How about if I take responsibility for the southern region?

E_T is offline E_T
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  Old Post 24-07-2004 22:24
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I'll send you some Info soon.

E_T

Beta is offline Beta

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Nov 2002
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  Old Post 28-07-2004 01:40 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Beta
My initial observation was the courthouse builds down south. They are all within spitting distance of Apolyton Prime. I presume E_T did his homework - as only he could - and that the investment will pay off. I know I would not have built courthouses that close, but then again - I have not done any detailed calculations.

Anyone have any thoughts?


And clearly we do. Great discussion guys. Although I think I am still with BF on this one. I acknowledge that they reduce corruption, but waht BF is asking, and what I was implying, is the investment worth it at this point in time. And hence the dicsussions on what else could be built.

Need to do some sort of long-term modelling here - with assumptions on a couple of things - and with different scenarios for various queue orders. This should give a sense of the return on investment - but without a set interest rate for the time value of gold in this game - (has anyone ever tried to calculate that - maybe based on relative tech values - or relative basic military build costs) - it may still be difficult to assess.

DeepO is offline DeepO

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  Old Post 28-07-2004 03:47
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Just my 2c... CH's are wonderfull things for micromanagers, but have to be seen in each specific situation. If the difference at a current time is 10 spt or 9 spt when you're building workers, it is so significant that the investment of 80 shields is worth it, even rushing it. If it is 11 spt or 10 spt, it is very rarely worth it.

I know E_T has been calculating things so that every city ends its build queue with a surplus of 0 shields, but unless this practice will get continued from now on, changing WF each and every turn, it will be easier to look first at those cities just 1 or 2 shields shy of an 'round' spt. Forget the rest, it takes more effort to build a CH (possibly taking 40-80 turns to pay back) then worth a simplistic planning. The end result won't matter much. Also, take into account factories, and WLTKD... sometimes a temple is worth more than a CH. And, nearly all MMers I know are builders. It's extremely difficult to calculate the cost of a unit built later, when you want to conduct war

One final thing: Every granary built in a city not destined as a worker pump is a lost investment. If you want to really explode the empire, build 4 pumps, not 2. Every irrigation on a tile, not belonging to a worker pump is a loss, unless you can work hills because of it. The way this game works, growth comes ideally from workerpumps, not from cities... and those are needed up until each necessary city has a hospital. Views might differ, but I have yet to see the first example where this is not true... food should only be produced when shields would go to waste, and there is no option to compensate.

DeepO

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King
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Jun 2002
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  Old Post 28-07-2004 04:58
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quote:
Originally posted by DeepO
The way this game works, growth comes ideally from workerpumps, not from cities...
DeepO


It's hard to overstate how effective this is, I didn't fully comprehend it until I saw it so effectively used in PTWDG1.
Economically it is quite simple, 10 food and 10 sheilds in a low pop high growth city being converted into the equivolent of 40 food in a size 7+ city. If you have 6 cities and designate one to be the growth city for the rest, between sizes 7-12 the other 5 cities will grow 3 times as fast. Although ideally you'd have all 7-12 growth come from workers rather than 40 food baskets with the improvements being done while the cities grow to 7 and also you're not really loosing a reak city as the pump stays small and so you only loose the tiles it uses and the corruption rank.

DeepO is offline DeepO

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  Old Post 28-07-2004 13:55
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there's even more to it.
- No granaries means no upkeep.
- More workers means better control on when a city grows. You don't need to wait and count on when a city should go ideally from 10 spt to 15 spt, the moment you need it, you just add workers and instantly you're city is perfectly upgraded
- indeed, you don't lose tiles to growth. You lose some for your workerpumps, but as you can pick where these are, it's far better then having 1 or 2 growth tiles in each city.
- and finally: the moment you're saving for vaste terrain improvements, like RRs, it's almost perfectly timed as all your cities will be size 12, and waiting for hospitals. Once your RRs are done, hospitals come on-line, and cities are pumped to ideal size.

There is only one situation where it's debatable that cities should grow on their own, and that's when you own the Pyramids. But the more I use this technique, the less interested I am in the Pyramids. Worker pumps do their job just as easily, and for lower investment. If you got a well-timed leader, go for the pyramids, otherwise look for a spot with a bit of food and start a pump.

DeepO

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  Old Post 28-07-2004 16:54 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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DeepO -

Arrian is offline Arrian
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  Old Post 29-07-2004 01:43
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Yeah, GS has used worker pumping to great effect in the PTWDG. If I wasn't sure about the power of pumps prior to that game, I'm SOLD now.

10fpt/10spt for 1-turn workers in select cities would make a lot of sense. We could use 2 or 3, I think. 4 might be overkill... but I'm not sure. Certainly they should be divided geographically so we aren't sending a stream of workers on long trips to get to cities to boost pop or develop terrain.

On the subject of courthouses: it's really a gut call, unless you want to simulate the empire out a 100 turns, with all possible permutations of what's going in the game at that point in time. It can get ridiculous. Personally, the rule of thumb I use in SP is that 2 shields/turn of waste is the max I'm happy with. Over that, and I want a CH, as soon as I can. Consider that our GA is what, ~30 turns away? CH's will maximize our productivity during the GA, so I would lean toward building them... but not in every single city. The cities in the immediate ring around AP may not warrant CH's, at least not yet.

Ideally, we want each core city to have a CH, Market and Library at the time our GA is fired. In cases where we cannot manage that, I think we have to make a gut decision on which one or two things we CAN do in time, and which one or two gets build during the GA.

I like building CH's pre-GA, because then less of the GA is wasted. But then again, if corruption/waste in a particular city is already low, then it might be better to go with a library for a boost to the science output instead.

...

Ok, my basic thought:

Immediate core cities (first ring around Palace/FP) probably don't warrant CH's. Further out, I want 'em.

-Arrian

BigFree is offline BigFree

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  Old Post 29-07-2004 02:02
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to Worker Pumps

to Couthouses in cities with less than 30% corruption.

DeepO is offline DeepO

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  Old Post 29-07-2004 02:11
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quote:
Originally posted by Arrian
We could use 2 or 3, I think. 4 might be overkill... but I'm not sure.

Our empire is underdeveloped, partly because of the jungle we started in. The only reason why GS was nearly fully grown by 740 AD (current date here) was because our 2nd built city was a worker pump, and as soon as possible we got a second one, sometimes even a third. Yes indeed, this gave what... 65(?) workers when RRs arrived, but this pays off real quickly.

Don't forget GS is half the size of poly... I say you need at least 2 workers per turn, preferably more to pass GWT pop-wise. This assumes all irrigation goes to mining whenever possible, so that all other cities do not grow from theirselves, unless unavoidable. Oh, and please sell all granaries you don't use, they will never again be used!

quote:

Certainly they should be divided geographically so we aren't sending a stream of workers on long trips to get to cities to boost pop or develop terrain.

good point. However, workers chain, so don't focus too much on this. Just look where the bonus foods are, or bonus shields if you don't have bonus food. You need 5fpt, 4spt (and an empty 2spt tile) for a pump, as I don't think a 10 fpt, 8spt (or 7spt with an empty 3 spt) is present. I haven't looked at the map in ages, though.

DeepO

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  Old Post 29-07-2004 03:15
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quote:
Originally posted by DeepO
- and finally: the moment you're saving for vaste terrain improvements, like RRs, it's almost perfectly timed as all your cities will be size 12, and waiting for hospitals. Once your RRs are done, hospitals come on-line, and cities are pumped to ideal size.


It's preferable to get a wave of additions in at some point in the early in the med age too then re-stockpile for RR's otherwise you're missing out on quite a big edge for the most important phase of the game. Especially if you can trigger a GA at the same time, that really kicks ass. Someone did that in a pbem against me once and easily ran away with the game I didn't even have knights and he had cavs

Master Zen is offline Master Zen
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  Old Post 29-07-2004 05:42 Visit Master Zen's homepage!
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From the PTWDG I can also attest to the power of worker pumps, the only regret I have is that no-one in GoW saw the need for this back in the day...


(for much of its early history GoW only had 2 workers... and Trip's slave )

Arrian is offline Arrian
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  Old Post 29-07-2004 17:23
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We should look at turning at least 2 cities (one in the north, one in the south) into pumps. DeepO is probably right, though, that we need more than that in order to do this right.

Especially if we can't come up with any 10f/10s cities (well, as he points out, you don't actually need 10s pre-growth... 7s if you have a mined hill handy, 8s if you have a forest or bonus grass).

-Arrian

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  Old Post 29-07-2004 18:00
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Arrian, I quickly glanced through E_T's spreadsheet yesterday, and we've got 2 worker pumps, on 2-turn workers already. But, we also have loads of cities on 2 or 3 fpt, which could turn into 2 or 3 spt. It would seriously diminish the MMing needed, to get an effective empire rolling. Which stays my main arguement.

So, designate an extra 2-4 cities as pumps, cut all food to all other cities (unless you simply can't), and rearrange citizens in those cities to get optimal spt. It would seriously cut into the needed amount of time the MoI department is going to spend on keeping this empire efficient. And we need efficiency, but without the effort done by E_T (If you look at his spreadsheets, you'll see what I mean. No wonder he burnt out)

DeepO

asleepathewheel is offline asleepathewheel
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  Old Post 29-07-2004 18:10
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If you want to optimize shield production, you could always consult the Governor

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  Old Post 29-07-2004 18:25
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Is that the same one who says "Build more cities!"?

DeepO

Arrian is offline Arrian
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  Old Post 29-07-2004 19:16
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That's a good point in favor of your plan, DeepO - getting each city to a nice number of shields/turn and stabilize them there (thought the GA will throw a wrench in the works. A nice wrench, of course).

Ok, so we've got 2 2-turn pumps now. Let's look at creating more. The problem with making 4 more is that that's a whole 4 cities that won't be doing anything else for quite some time...

I'm not familiar enough with our current empire to really make any specific informed suggestions.

-Arrian

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  Old Post 29-07-2004 19:33
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quote:
Originally posted by Arrian
The problem with making 4 more is that that's a whole 4 cities that won't be doing anything else for quite some time...

Nope. That's the classic mistake: you don't lose anything empire-wide, on the contrary, you win big. True, those 4 cities don't do anything else, but all our other cities produce faster, and total shield (or beaker, whatever) wise, you're better off with concentrating your growth.

To give a simple example: suppose those 2 extra cities I'm asking for were meant to be barrack cities. Now, they build granaries, nothing else. They don't need barracks (no upkeep). They provide growth to 10 other cities, which grow twice as fast, and can turn all their former food production into shields. No shield losses, simple WF distribution (only needs to change when workers are added), and in total more units get produced in faster growing cities.

I thought 'poly had something like 40 cities allready, and they are in desperate need for growth. I wouldn't be suprised if the ideal number of pumps is 6... simply because we've got a bit of a disadvantage to make up for.

DeepO

Arrian is offline Arrian
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  Old Post 29-07-2004 21:07
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You're better at this stuff than I am, so I'll bow to your wisdom on this. I have trouble with discipline in my SP games: I always end up making my pump city(ies) into normal cities after a while, and then thinking "hey, why am I short on workers" when RR's come around.

Some of you guys would probably be shocked if you opened up some late medieval/early industrial saves of mine. Nice infrastructure, cities all maxxed out, big army, etc... and like 10 workers. Silly me.

-Arrian

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  Old Post 29-07-2004 21:48
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10 workers? I most of the time build too many

DeepO

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  Old Post 29-07-2004 23:53
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I thinking of my current SP game, DeepO. I've just hit the industrial age and researched Steam Power, and noticed that I hardly have any workers left. Despite the fact that my 2nd city was a worker pump for what seemed to me like a very long time. The reason I'm out of workers is that in the mid-medieval, I shut the pump off and also finished up most of my terrain improvements, which allowed me to add much of my worker force to cities, boosting them to (or near to) size12.

I shouldn't have shut that pump off. Now I'm short of workers. It's not a big deal, since I've just about nailed down Ultimate Power (tm), but it's illustrative of a weakness in my play that would hamper me at a higher level.

-Arrian

 
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