Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Dead Settlers?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:12
Red face  Old Post 23-10-2000 18:04 Visit Ribannah's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Dead Settlers? Increase Your PM Length

I've had this a couple of times recently: put my Settlers to work irrigating a grassland/river square, and after a zillion turns they still hadn't finished. It also seems that more than 2 Engineers don't work any faster together on transforming jobs than just 2. Three Engineers making farmland are sometimes free again after 1 turn (as it should be), and sometimes 1 or 2 are still tied up on turn 2.

------------------
If you have no feet, don't walk on fire

SCG is offline SCG
King
of less than all that I see
Jun 2000
time: 00:12
Post  Old Post 24-10-2000 09:41
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization 2

I haven't had any "middle management" settlers since moving from Civ I. Those were always very annoying, and one of the reasons I started clicking on my settlers at the end of every turn. Maybe MGE has accedentally reincluded that problem

As for the loss of of an extra engineer/settler turn, there is a way around that (Xin Yu had a post a long time ago about how to engineer transform in 1 turn using 20 engineers, not quite sure where that is off hand atm). Alternatives of that would be to try and have certain preworked units paired with unworked units so that the total amount of work of the 2 units adds up to the total work needed. For example, I like to have 2 engineers and a settler irrigate 2 squares every 2 turns (2x2 + 2x2 + 2x1 = 10). The settler bounces between the 2 engineers so that each turn it(1 unit of work) adds the 5th turn of work to the 2nd turn engineer (4 units of work).

Also, when more than 1 unit is working on a tile, you can lose an extra turn if the wrong unit goes first. An example would be an engineer(1 turn = 2 units) and a settler (1 turn) irrigating. If the settler goes first, total work is 1x2 (eng) + 2x1 (settler) = 4, and the engineer is needed to reach 5 (2x2 + 2x1 = 6). If the engineer goes first, however, the engineer finishes the work (2x2 + 1x1 = 5) and the settler is free to move this turn, although it loses its 1 turn of work.

I've never really tried to figure out how to use 3 units on the same time doing the same thing, since I almost always have many things I need done and I do have a way to minimize lost work.

Of course if you have several things you need to do to a tile, you can combine them effectively. One of my favorites in OCC is to start 2 engineers teraforming a grassland to a hill, while taking a settler and set him to mining on the same tile, so that the first 2 engineers create hills, the settler mines the hills (instead of creating a forest). Also if necessary, I'll have 2 engineers railroading the tile while it is still a grassland. All in all, I have 5 units working a grassland tile - 2 railroading, 2 transforing to hills, and 1 mining, and a grassland with road becomes a railroaded, mined hill in a timely manner

------------------
Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:12
  Old Post 24-10-2000 15:01 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Full PM-box? Change here!

I have managed to find Xin's (third) reiteration of his dastardly multi-engineer ploy here.
Not that I have ever doubted any suggestions from Xin, but I can personally assure you that it works wonders....



------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:12
Cool  Old Post 24-10-2000 16:47 Visit Ribannah's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Remove this text

Thanks! Seems Catullus was right, Civ2 is much like real life, only the first two persons assigned to a job will contribute .

My findings so far confirm most of what Xin says - except for 3 Engineers sometimes being able to create farmland and all be available the next turn. However, this doesn't explain my dead Settlers. I will have to restart OCC#4 because of them (still can, since nothing was revealed that wasn't available at the start).

------------------
If you have no feet, don't walk on fire
[This message has been edited by Ribannah (edited October 24, 2000).]

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0279 seconds (86.15% PHP - 13.85% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net