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aksully is offline aksully
Chieftain

Jan 2005
time: 05:30
  Old Post 02-02-2005 20:20
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I guess I need to read the AU mod thread in depth to see what it is all about. Anyhow, for grins I decided to compare the effect of changing to either Republic or Feudalism at ehre I was in my particular game. Should have done screenshots but oh well. Here's the basic down and dirty.

Costs REP FEUD

SCI -81 -58 Slider set at 50%
ENT 0 0 Slider set at 0%
CORUP -159 -96
MAINT -31 -31
UNITS -82 0

The difference in not having to pay unit costs, combined with decreased war weariness would seem to favor the ability to wage war under a feudal gov. I was surprised to see the degree of Corruption in Rep compared to Feudal.

Sully

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 02-02-2005 20:38 Visit joncnunn's homepage!
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#152 Report this post to a moderator
Lose 30 kilos (of popups)

Yosho, stock rules for Republic were indeed changed in Conquests.

Was:
0/0/0 cost 1 over the limit. Nusaince Corruption

Now:
1/3/4 cost 2 over the limit. Nusaince Corruption

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 02-02-2005 20:54 Visit joncnunn's homepage!
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Combaring raw corruption numbers between represntive and non-representive govts is misleading.

Assuming your not in a GA and also do not own the Colosus, the comparable Fedu Corruption number is between -128 and -144. [Note that this is also why Democracy is unpopular with many players under stock rules.]

This is becuse the AU Mod reduced corruption of Fedualism to the same level as Democracy.

That -82 in unit support costs under Republic with 81 sceince @ 50 is a good example about being eaten alive by support costs. [It's too early to be 41 units over the limit! ] If your not needing to upgrade units in the near future, you can boost the science rate under Fedualism to 80% and be producing more beakers than Republic at 50%. The Military Advisor will tell you if you could support even more units for free under Fedualism.

WW level is the same between Fedualism and Republic, the difference is that in Fedualism, you have an additional tool to fight any form of unhappiness, namely MP.

quote:
Originally posted by aksully
I guess I need to read the AU mod thread in depth to see what it is all about. Anyhow, for grins I decided to compare the effect of changing to either Republic or Feudalism at ehre I was in my particular game. Should have done screenshots but oh well. Here's the basic down and dirty.

Costs REP FEUD

SCI -81 -58 Slider set at 50%
ENT 0 0 Slider set at 0%
CORUP -159 -96
MAINT -31 -31
UNITS -82 0

The difference in not having to pay unit costs, combined with decreased war weariness would seem to favor the ability to wage war under a feudal gov. I was surprised to see the degree of Corruption in Rep compared to Feudal.

Sully

Last edited by joncnunn on 02-02-2005 at 23:01

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 02-02-2005 21:00
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Thusly, early Republic SUCKS.

/Green Acres

"Feuuu-dalism is the gov to be,
Pop-rushing is the life for me,
Towns spreading out, so far and wide,
Keep your voting
Just give me that pop that died."

/end Green Acres

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:30
  Old Post 02-02-2005 21:28 Visit Modo44's homepage!
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quote:
Originally posted by joncnunn
That -82 in unit support costs under Republic is a good example about being eaten alive by support costs. [41 units over the limit!]

Only 41? That's nothing, except if it happens extremely early. Later on, the Republic will more than pay for excess military build up. Just do research, and sell techs. This can grant tons of cash, except on ridiculously low, and ridiculously high difficulty levels.


As to MP units being a cost, that's not so clear either. If the city has a Market, a Library, or more improvements, you gain more than just 1 Gold for 1 Trade unit. If this is cheaper that the lux slider, I don't know. It depends, I guess. Might be worth it for governments, that have a relatively high free support (i.e. Feudalism, Communism, Fascism).

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 02-02-2005 23:03 Visit joncnunn's homepage!
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quote:
Originally posted by Modo44

Only 41? That's nothing, except if it happens extremely early. Later on, the Republic will more than pay for excess military build up. Just do research, and sell techs. This can grant tons of cash, except on ridiculously low, and ridiculously high difficulty levels.



Edited the original to be more clear it was the ratio of unit support costs to size of the economy I was noticiing.

Geronimo is offline Geronimo
King
st cloud USA
Jan 1970
time: 05:30
Question  Old Post 03-02-2005 03:33
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quote:
Originally posted by aksully
I guess I need to read the AU mod thread in depth to see what it is all about. Anyhow, for grins I decided to compare the effect of changing to either Republic or Feudalism at ehre I was in my particular game. Should have done screenshots but oh well. Here's the basic down and dirty.

Costs REP FEUD

SCI -81 -58 Slider set at 50%
ENT 0 0 Slider set at 0%
CORUP -159 -96
MAINT -31 -31
UNITS -82 0

The difference in not having to pay unit costs, combined with decreased war weariness would seem to favor the ability to wage war under a feudal gov. I was surprised to see the degree of Corruption in Rep compared to Feudal.

Sully


some information seems to be missing.

What was net income under republic vs feudalism?

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 03-02-2005 22:16 Visit joncnunn's homepage!
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Can be aproximenated derived:

Republic:

Net tax income after corruption and science: Aprox 81.

Maintance -31

Before units = +50

After units = -32 deficit per turn. More likely to be under stating the deficit than overstating it.

Fedualism:

Net Tax income after corruption and science : Aprox 58

Maintance : -31
Before units : +27
After units : +27 surplus per turn.

In both cases, clearly a FP is in order somewhere (if not built already) along with Court Houses.

aksully is offline aksully
Chieftain

Jan 2005
time: 05:30
  Old Post 08-02-2005 04:06
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I'm seem to recall browsing through one of many threads about captured workers. Do the experienced Civ 3 experts choose to add them to your own cities and then resurrect them?

And does anyone have a link to discussion of governments as they relate to C3C play? I'm kind of surprised that there isn't a "disertation" on this in the Strategy-General area. But I understand that little has been added as content since 2001-02 except in the threads.

I'd appreciate it if someone has a link to another Civ 3 site that may have a reference in comparing Govs in the Conquests realm.

Sully

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 08-02-2005 07:16
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Two captured workers equal one native worker, only they're maintenance free, so I never add them to my cities, just from that aspect. When you also factor in potential happiness problems if you go to war with their parent civ, it seems, to me at least, like a no-brainer. There's the issue of the tedium of moving around twice as many workers, but that's a separate matter from what is best for your empire, and isn't something that I've lost much sleep over, honestly.

In fact, post-railroads, I strive for a workforce of primarily captured workers, simply because that's more room under the unit support cap for units that kill things and blow stuff up. Consider that right around that same time, unless you're playing a pangea map, your navy should grow immensely with the introduction of actual warships (I rarely build frigates or ironclads), and your air force comes into being, both putting further pressure on the unit cap if you're in republic. Under communism or fascism, you will probably have enough room under the cap to not worry about it much.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:30
  Old Post 08-02-2005 08:43
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There's one more thing about captured workers which is they cause poorer relations with the civ who used to own them. I'll sometimes trade them back to their parent civ, though it doesn't seem to do much good wrt relations.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 08-02-2005 09:43
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If memory serves, that turned out to be a myth, which would explain why it doesn't help . The AI's attitude toward you is harmed if they have one of your workers, though, for some strange reason. It's a temporary effect, though, and small.

Found it, from Bamspeedy's article on CFC about AI attitude:

quote:

+1 If you sell them one of your workers (not sure why this is, maybe it’s confused and thinks you were at war at one point and thinks that is how it got your slave?). You restore the point if you buy the worker back.

+1 for each captured worker you disband (of their nationality). Think of it as disbanding = killing. Using the slaves, selling them, or joining them into cities (even if they starve off), seems to have no effect.


So keep those slave workers without worry.

Rommel2D is offline Rommel2D
ACS Staff Member / Hosted Site Admin
Upper Midwest
Feb 2003
time: 23:30
  Old Post 08-02-2005 12:26
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quote:
Originally posted by Solomwi
Two captured workers equal one native worker, ...

What does this work out to be if you're industrious? 3 to 1?

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:30
  Old Post 08-02-2005 18:33
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Yes.

aksully is offline aksully
Chieftain

Jan 2005
time: 05:30
  Old Post 08-02-2005 20:04
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Thanks everyone for the input! I had been keeping them especially considering the cap issue.

Sully

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 08-02-2005 21:22 Visit joncnunn's homepage!
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Enslaved workers don't have a maintence cost, but do have an oppertunity cost that's higher in porportion to amount of work done compared to a native worker.

Playing an industrious civ, it's almost always better to join captured slaves to cities as you get them. (Exception of barbarian slaves) It's not a good idea to build a worker on a newly captured city though, right most citizen's nationality used and maintaigned.

For a non-industrious one, chances are you can use all the help you get improving tiles. But if you run out of things to do, it will depend upon how many good spots to place extra workers in existing cities you have. If your cities could use a lot more population, your probablly better off freeing the slaves by joining them into your cities.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 08-02-2005 22:11
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quote:
Originally posted by Rommel2D

What does this work out to be if you're industrious? 3 to 1?



Only in C3C as earlier vrsions the slaves work at 1/2 the speed of your natives.

Rommel2D is offline Rommel2D
ACS Staff Member / Hosted Site Admin
Upper Midwest
Feb 2003
time: 23:30
  Old Post 09-02-2005 01:12
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What about foreign citizens that are used to make workers? Are they completely assimilated once the unit is produced? I seem to recall that some of mine still listed another nationality with a right-click, but never double checked this...

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 09-02-2005 02:22 Visit joncnunn's homepage!
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Foreign nationality workers function exactly like a captured or bought slave.

quote:
Originally posted by Rommel2D
What about foreign citizens that are used to make workers? Are they completely assimilated once the unit is produced? I seem to recall that some of mine still listed another nationality with a right-click, but never double checked this...

Geronimo is offline Geronimo
King
st cloud USA
Jan 1970
time: 05:30
Question  Old Post 09-02-2005 02:24
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quote:
Originally posted by joncnunn
Foreign nationality workers function exactly like a captured or bought slave.



so you don't have to pay any upkeep if you produce the workers normally so long as they are produced in a city that will use foreign citizens to amke them?

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:30
  Old Post 09-02-2005 02:50
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Right. Keep in mind that if even one of the city's citizens is your nationality, that's the one that will make the worker.

Geronimo is offline Geronimo
King
st cloud USA
Jan 1970
time: 05:30
  Old Post 09-02-2005 02:55
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quote:
Originally posted by Solomwi
Right. Keep in mind that if even one of the city's citizens is your nationality, that's the one that will make the worker.


wow, so my efforts to burn recently captured cities down to one pop pt by rushing worker after worker to reduce the likelihood of flipping has apparently also netted me a huge totally maintenance free workforce. That's a hell of a nice windfall. I had been wondering how I could be barely over my unit support limit with such a vast horde of units in my empire. I guess this is one more reason to avoid the pacifist path.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 09-02-2005 03:29 Visit joncnunn's homepage!
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It's only really a windfall if there's more work to do than you have good places to put them in cities.

quote:
Originally posted by Geronimo

wow, so my efforts to burn recently captured cities down to one pop pt by rushing worker after worker to reduce the likelihood of flipping has apparently also netted me a huge totally maintenance free workforce. That's a hell of a nice windfall. I had been wondering how I could be barely over my unit support limit with such a vast horde of units in my empire. I guess this is one more reason to avoid the pacifist path.

Geronimo is offline Geronimo
King
st cloud USA
Jan 1970
time: 05:30
Question  Old Post 09-02-2005 05:24
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quote:
Originally posted by joncnunn
It's only really a windfall if there's more work to do than you have good places to put them in cities.



why would I want to have foreign citizens in my cities when that is supposed to open the possiblity of city flipping or at least make them unhappy when their home country attacks me again?

Anyway, by the time there is no work left to do my cities always seem to have grown to max size anyway and my work starts all over again as I convert irrigation to mining or I plant and harvest forests to speed builds.

aksully is offline aksully
Chieftain

Jan 2005
time: 05:30
  Old Post 09-02-2005 20:07
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And not to mention...POLLUTION!

Sully

aksully is offline aksully
Chieftain

Jan 2005
time: 05:30
  Old Post 09-02-2005 20:10
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Would like to hear from those of you that use communism and facism regularly. What are the situations that you convert to them and pros and cons?
Thanks!
Sully

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 09-02-2005 21:56 Visit joncnunn's homepage!
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There are three kinds of people:

One that always looks at what's the best that can happen.

Another that always looks at what's the worst that can happen.

And the third that looks at what's likely to happen.

You, my friend, seem to be in the second category.

Really one or two foreigners joined to a city that empire never owned far from the borders is not going to be a significant flip risk and unless you were cutting the happiness situation very close already, is not going to matter much in a war.

Note that forest planting/harvesting only works once per tile. (Early patch to vanilla to prevent it.)

If your peaceful enough, then especally if your industrious you can finish all that really needs done while you have cities that just built Hospitals could use some help.

quote:
Originally posted by Geronimo

why would I want to have foreign citizens in my cities when that is supposed to open the possiblity of city flipping or at least make them unhappy when their home country attacks me again?

Anyway, by the time there is no work left to do my cities always seem to have grown to max size anyway and my work starts all over again as I convert irrigation to mining or I plant and harvest forests to speed builds.

 
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