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aksully
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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
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Modo44
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in western Poland
Jul 2004 time: 06:30
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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).
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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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?
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aksully
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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
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:30
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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.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:30
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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. 
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aksully
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Thanks everyone for the input! I had been keeping them especially considering the cap issue.
Sully
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by joncnunn
Foreign nationality workers function exactly like a captured or bought slave.
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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?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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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.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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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.
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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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aksully
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And not to mention...POLLUTION!
Sully
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aksully
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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
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