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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:22
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just irrigate all bonus food resources from the start of the game, and you will always get the extra food. Except for sugar.
As someone once said "Stupid sugar..."
Basic early game strategy can be found here. Credit where it is due, Cracker (of CFC) is a good teacher.
Last edited by Krill on 04-10-2004 at 01:19
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Blake
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Brainfallocatione
Oct 2000 time: 17:22
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The main reason to irrigate food bonuses is to get the magical +5 food which allows for serious worker pumpage.
Irrigate Wines on grassland + Cattle/Wheat on grassland = +5 Food.
If it's not going to help you get +5 food, I think just mine it so you get +2 under a GA... unless you need the food because of like a mountain w/ gold or something.
Last edited by Blake on 04-10-2004 at 03:52
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Dominae
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"Irrigate all Bonus Food" is not really helpful if you do not know what to do with extra (unhappy) population. You can easily have too much population, but rarely do you have too many Workers.
So might I suggest: "Irrigate all Bonus Food, make Workers when your pop gets too high".
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gunkulator
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You can get away with a 1.5/1 worker to city ratio with industrious civs. Not creating enough workers and too wide spacing were the things that kept me stuck at Monarch for ages.
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trev
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Adelaide, Australia
Feb 2003 time: 14:52
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Too many workers result in excessive unit costs, I have found that 1 worker per town/city is enough when used intelligently, more than this and either your military is too weak, or your unit cost affects your gold supply. If cities get unhappy, use a luxury rate if unable to connect or trade for sufficient luxuries.
As for the question about the mining/irrigating, I would irrigate for quicker growth, but if unable to grow past size 6 because of lack of river/lake, them mine for the production
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:22
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Are teh effects of Specialsists conisderd here?
Lets say your city is 18 right? and no more surplus, now the 3 unused tiles are all graaassland - you can mine 'em all goin' nowhere but maybe replace unmined tiles for a few more sheilds, However ya irrigate and get 4 food for each tile + 6 trade (assume 2 per trade per worked tile), so you city goes to size 24 getting you the flexability of having 6 more sheilds or 9 more science or even more dosh?
Cheers
Matt
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:22
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Worth, I'd say that's situational. Assuming a fully developed (factory+Hoover's or coal/hydro plant) core city in the late industrial and none of the grassland's being bonus, you can get 12 shields out of those three tiles (changing your 18 to 17, since the city square gets worked "free").
The question is where those 12 shields put you and what you're building. If you're building units, using the specialists for shields is out of the question, so the net difference is 12. Now, if that 12 gets you from 88 to 100 shields, you're in business and should mine those for single turn output on advanced units. If it takes you from 63 to 75, it doesn't do you a whole lot more good, since every unit you'll want to build will still take 2 turns, and irrigation may be the way to go.
If you're building improvements, the net shield difference is 6, but the same general principle applies. Will 6 extra shields shave turns off my build times or not? If not, I'm better off irrigating and milking the specialists for shields when they help and science or gold when they don't.
Something else to think about: With a policeman, you can often get two shields back from waste (one raw shield doubled due to factory and power plant), plus the added gold/science from one less corrupted gold piece. And those two shields are usable on unit builds. Anytime a policeman will add two shields to production, using a civil engineer is silly. 
To put it into an axiom: When building cavalry, 40 shields per turn are just as good as 79.
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Dominae
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You cannot Plant Forest on Flood Plains.
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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