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NeilFaiman
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WIlton, NH 03086
Dec 1999 time: 05:12
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In the end game, after you've crushed all the competing civ's and launched your spaceship, and you're just trying to maximize income/ population/ happiness, I assume that there's nothing better to do than switch your cities over to capitalization. But does it make more sense to sell off your productivity improvements (factory/ offshore platform/ manufacturing plants) first, to minimize expenses and get the gold for the sale? Or are you better off keeping them, since more production means more gold from capitalization?
And by the way, does the parenthesized "number of turns" figure for the capitalization "improvement" mean anything?
Thanks.
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NeilFaiman
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WIlton, NH 03086
Dec 1999 time: 05:12
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Cash isn't included in the formula, but trade makes goblets which make happy citizens, right? (Also, I assume that I want to keep cranking out future tech improvements, which also require a good enough cash flow).
When you talk about using food caravans to max out population, you're talking about diverting food from cities that have excess production even at max population, and sending it to cities that don't have such good terrain? I assume there'd be no advantage in sending food away from a city that has just enough food production to support its existing population.
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poppawoppa
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Chico, CA USA
Jan 1970 time: 21:12
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Actually, when you are on the way to Alpha Centauri, it won't hurt to send food caravans from almost every city to the cities which are smaller, or aren't maxed out. Here is my strategy. When you send a food caravan or freight, the food supply in the giving city will decrease by one. However, that city usually has a granary full, or nearly full of grain sheaves. So, having less food to fill up that full granary would not hurt. Even if the giving city has a deficit (i.e. Hunger from not enough food to build up the food storage more) there is enough in the storage already to keep from losing any citizens in that city. So what if the granary is depleted a bit. You aren't going to have enough time to gain another citizen in the giving city, so send a caravan/freight to a city where you can gain a population point. The net effect is zero on the giving city and a plus one for the receiving city. More points. And in the last year with 100% luxuries, more total citizens, means more happy citizens, so more points. 
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NeilFaiman
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WIlton, NH 03086
Dec 1999 time: 05:12
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Ah. So once I've built everything I want to build, I only need enough productivity improvements to keep my capitalization high enough to cover all my maintenance costs with zero taxes; any factories beyond that I can just sell off (which also reduces the total maintenance costs).
About the food caravans -- did I read this correctly? If Rome sends 20 food caravans to Antium, the total food production of Rome decreases by only one, but the food production of Antium increases by 20 ??? Bizarre!
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SandMonkey
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civ1
Jeopardy!
Trabek: And the category is: Sounds Animals make. And the answer is: A dog
Connery: MoooOOOooooOOOO!!!!
Trabek: NO! That is incorrect! We would have excepted Bow wow or Ruff Ruff.
Connery: Ahh ROUGH! Just the way your mother liked it!
------------------
SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
[This message has been edited by SandMonkey (edited February 09, 2000).]
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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After these sophisticated posts, all a poor foreigner can say is
"The latter, SG, the latter."
Carolus
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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BTW, I didn't mean that something happens after the "12 turns" (if the city produces 50 shields). You can never build it in the normal civ sense.
Carolus
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