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Modo44
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in western Poland
Jul 2004 time: 06:28
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Builder's perspective:
- Leaving the Game Forest near the capital looks very weird. That lost you a lot of food, considerably slowing down the REX. Same goes for leaving Forests around, when you have Hills and Mountains.
- Almost no Granaries?

- Almost no Courthouses?

- The production penalty of Despotism is killing your growth, production, and cashflow. Get out of it ASAP. Even a Republic could pay upkeep for that number of units.
- You have too few Workers, even counting the Slaves. Especially with that Jungle taking a large part of the empire, you should be using twice as many IMO. You have 3 Slaves fortified in Avignon, for no apparent reason.
- Your Workers are clearing Jungle, when there are Grassland tiles with only Roads on them. It's usually best to do the quicker jobs first, so tiles can be used at maximum production capacity, and cities can grow ASAP.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:28
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Ok here is some concrete input:
1- Chatres is roiting and building a Pike with no barracks. It only makes one shiled, so this is doubly bad.
Almost never make units other than warriors/archers without a barracks. If a unit is going to take 30 turns, forget it.
2- You have a bunch of 2 man worker teams doing jungle. These are either 2 natives or 2 slaves and a native so effectively the same. I did not look to see what they could be doing that is better, but if you deem clearing a jungle important, use a gang.
It is better to have a 8 man job (or what every the manpower) done by 8 workers than 4 teams of 2. This is because you get the job done sooner and get the improvement now. Yes in 4 tunrs the same amount of work is done, but you got the benefit of the improvement for three turns and are better off.
3- why build walls? They can be useful, but it is usually not a good thing and surely only in a town that is in action. Odense is not one of them.
4- Odense switch the citizen on the hill to the dye so it can grow. Change barracks to temple, it is in no shape to build troops right now. You are near your limit and are not currently at war anyway.
5- Antium making a Pike, but only makes one shield.
6- Birka making a court, but it is rather small and not that corrupted and may be able to do something better, even if it just to generate some gold. Maybe another worker.
7- Trondheim has an entertainer and it does not need it and should be on the mine. This save one turn on the pike.
8- Aarthus switch the market to a temple. This is needed because it will grow in two turns and be unhappy.
9- Oslo move citizen from 7 to the mined BG.
10- Stavenger move citizen from forest to mine, it is not growing otherwise.
Now maybe all would not agree with everything I have said, but it does point out the inattention to detail. This is very dangerous at levels above Emperor.
Lots of tiles have forest that should have been chopped early on and many cities do not have a single mine. Shields and food are the tools of victory.
It is going to be very hard to over come not using workers and citizen to a high advantge at Demi. It can be done, but will require great tactics and trading skills.
I understand how you can get to this point and not switch out of despotism when under pressure, but it has to be done and soon.
More micromanaging would have relieved some of the pressure.
You will need to get two units to each city of size 3 or better before the switch to minimize loss of production.
Most of the civs have 4 techs more than you and have knights. If you can trade for it, do so otherwise that is what I would research. The KT is built, so they may trade it now.
Again good luck.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:28
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Overall, at Demigod, attention to detail is extremely important in the epic game, even with stock rules.
With the AU mod, it is even more so.
It is also important on any mod to know how this affects things.
With the AU mod 1.07:
Fedualism is much stronger than normal [Minimum corruption] This will result in mimum build times for units and improvements.
Republic is stronger than normal if you have < 12 cities that area size 7+ [18 free units but only 2 f.s. for medium size cities],
Democracy is stronger than normal, but doesn't benifit as much due to the timing, making it even less used when coming from Republic when not religious. Democracy still looks like a good pick for those that were warmongling under Monarchy /' Fedualism during the early middle ages and now intend to develop their enlarged empire in the late middle ages.
Communism does not have the SPHQ, instead Fascism does. Weakening communism & strengthening Fascism.
Too many to list unit changes, the most important ones for the Vikings are that Curraghs need 2 MP to enter sea and are prohibited from entering ocean and Galleys need 2 MP to enter ocean.
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lebensraum
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quote: Originally posted by vmxa1
It is better to have a 8 man job (or what every the manpower) done by 8 workers than 4 teams of 2. |
sorry to drop in and side-track things here, but this is something that's been in the back of my little mind for a while.
i always used to stack all the workers i could, to get a job finished in the minimum possible time.
then i noticed that this isn't really efficient.
eg.
some jobs might take 8 turns for one worker
with two workers, the job often takes 3 turns --- bonus!
now, to get that job done in 2 turns will require four workers.
iow with 1, 4, or 8 workers on the same tile, a job takes eight worker-turns
with 2 workers on that tile, the job takes only six worker-turns
so if i split the workers up and use smaller gangs, i get a higher overall efficiency
did you take this into account in your post above?
do you normally take this into account in-game or do you just stack them 'til you get down to one turn per job?
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gunkulator
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Adding successively more workers to a stack produces diminishing returns.
If it takes 24 turns to clear jungle, then 1 worker will do it in 24 turns.
2 workers in 12 turns
3 workers in 8 turns
4 workers in 6 turns
5 workers in 5 turns
6-7 workers in 4 turns
8-11 workers in 3 turns
12-23 workers in 2 turns
24 workers in 1 turn (yeah, right!)
The good news is that the extra workers' turns are not lost. If you really did command 23 workers to clear a jungle, it would still take 2 turns to finish, but on the second turn 22 of the workers would be available to move or do something else.
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Dominae
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quote: Originally posted by gunkulator
The good news is that the extra workers' turns are not lost. If you really did command 23 workers to clear a jungle, it would still take 2 turns to finish, but on the second turn 22 of the workers would be available to move or do something else. |
No, as you describe it, the entire 23-Worker crew would take 2 whole turns to complete the job. The game will happily waste Worker-turns for you if you do not use a number of Workers that evenly divides the number of Worker-turns required to complete a particular job.
It works as you describe only if you order an additional (24th) Worker to finish the job on the second turn. This "forcing through" the remaining Worker-turns causes the Workers that were already working from previous turns to "wake up" and be ready to do something else.
Last edited by Dominae on 01-02-2005 at 03:35
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Cort Haus
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London
Apr 2002 time: 05:28
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If you're clearing jungle when the city is smaller than the available food tiles, it can be better not to stack workers too high. Moving 24 workers onto a tile means 24 worker turns are lost to movement to clear 1 tile. Moving 3 stacks of 8 workers onto 3 jungle tiles only loses 8 worker turns to movement per tile.
Another consideration with worker stacks is what you want to do when it's finished. As traits, tech, government and worker type affect worker speed, you need to know your build times.
Assuming 3 wt (worker turns) are needed for a road on grass, if I'm in no hurry I'll use gangs of 3 workers on a jungle (8 turns) so they can do a road the turn after they finish. If in more of a hurry I may use 2 pairs of 6 on adjacent tiles. They each road on completion, and the spare 6 do a mine that turn on one of the tiles. The second is mined next turn.
With RR, the 'finishing off' that Dom mentioned comes heavily into play. If I've only got 5 slaves left, and need 6 for a RR, I'll do the 5 and finish with a spare slave from somewhere next turn, allowing the 5 to move on with no loss of efficiency.
As others have stated above, worker management becomes more important as the difficulty level increases.
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Modo44
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in western Poland
Jul 2004 time: 06:28
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Dominae, I think you might be wrong about Workers finishing the job. I've often had some expensive one done, and only part of the Worker-gang woken up, while the rest was out of moves for the turn.
As to clearing any square, the most efficient way is, of course, to have one Worker do the job. But this is only assuming, that there is enough time, and the tile won't be needed before 1 Worker is done with clearing+roading (so a gang can come in and finish the job). If it's to be used now, it might be worth stacking the guys to do it quickly. It depends very much on the number of available Workers - the more you have, the less you will feel a couple lost Worker-turns. Darned Civ, made the answer "it depends" again. 
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:28
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Modo44 that probably because you did not put enough workers on the job to actually finish it that turn. The way to know is to send another worker over to the task and see it is not able to work on the task as it is done.
If you have rails this is easy to do, otherwise you will probably not do that. Granted at this stage you are not going to crash and burn because of a bit of inefficency.
Last edited by vmxa1 on 01-02-2005 at 06:47
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gunkulator
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I'm pretty sure that each worker is cycled through individually. When a worker completes a job, any other identically ordered workers that have not been cycled through in the stack wake up.
Try it with building rails. It typically takes 6 worker-turns to build rails on grass before Replaceable Parts (non-Industrious). Put 5 workers on the task. On the second turn 4 will be available to move.
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Dominae
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quote: Originally posted by gunkulator
I'm pretty sure that each worker is cycled through individually. When a worker completes a job, any other identically ordered workers that have not been cycled through in the stack wake up.
Try it with building rails. It typically takes 6 worker-turns to build rails on grass before Replaceable Parts (non-Industrious). Put 5 workers on the task. On the second turn 4 will be available to move. |
Can you post a save to show this?
I just tried a simple test: 2 non-Industrious Workers ordered to Road a tile, 3 Worker-turns, time required 2 turns. Both Workers were busy for both turns.
There must be some difference between our games. Are you using the "Railroad To..." command? Are you playing MP or PBEM? Are you adding Workers to the stack on subsequent turns? Are you using a combination of slave/native Workers?
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Modo44
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in western Poland
Jul 2004 time: 06:28
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Ok, it isn't as clear as I thought. It works one way, and then it works the other. No clue why. 
Sometimes, waiting for all units to move will make use of the Workers, that have jobs assigned this turn. This can for example finish you a Road, that had 1 turn left when the turn started. BUT, on other occasions, you can wait all you want, and the Worker (even a solitary one) will stay with the green light on (not moved, so no work done), instead of finishing the job. To see this, it's best to load an advanced save (many Workers finishing things every turn), and watch the results. Have fun 
What I mean is: if the Worker finishes a job this turn, his buddies could still be moved; but if he doesn't, the whole group will be busy until next turn.
Last edited by Modo44 on 01-02-2005 at 04:31
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Dominae
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Modo, gunkulator: do automate any Workers? Please post a save confirming your observations if you can.
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:28
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I can only comment for PBEM, but I definitely do not lose Worker turns in the manner described. I've been building a road of about 5 tiles for the past few turns in one game with two non-Industrious Workers. It goes like this:
Turn 1: They both start a road
Turn 2: The road is finished, one Worker moves to the next tile.
Turn 3: One Worker starts the new road, the next moves to that tile.
Turn 4: The second Worker completes the road, neither can move.
Turn 5: They both move to the next tile.
Repeat.
I have noticed pecularities with Worker turns in PBEMs, however. For example, improvements seem to finish one turn earlier than the way they normally do, but the Worker cannot move at that juncture. By the same token, if a Worker is working and I want him to stop, he cannot move until the following turn. This can be very annoying, as you thus need two turns warning in order to save a Worker from barbs or other enemies.
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gunkulator
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I'd post a save if I could but I'm at work. I typically only fire up civ on the weekends as I have very little free time during the week. If nobody posts until then, I'll dig up a save.
I know it works this way for me because I just lost a worker to the AI because of this. My stack of what I thought was 12 workers was building rails on forest in newly captured land. Turns out there were 13 workers. One woke up and I thought they were all ready to move so I moved the first worker to the next square and told it to build rails. Unfortunately, only one other was able to move that turn. Having only 1 spare Infantry, I left him on the stack of 12 and sure enough, an AI cavalry grabbed the lone guy.
Last edited by gunkulator on 01-02-2005 at 23:47
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