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solo
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Lowell, MA USA
Jan 2001 time: 05:12
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LaFayette - The list is as follows:
whale, wheat, oil, silk, wine, iron, furs, spice and bananas are in one group, the special appearing depending on the terrain type.
fish, buffalo, oasis, pheasant, coal, gold, game, ivory, peat and gems are in the other group, the special appearing depending on the terrain type.
If the terrain is grassland, the special disappears, which is why a special can sometimes pop up in a grassland square that has been transformed into another terrain type.
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debeest
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Monsieur La Fayette, I think you're quite right. IIRC, I was "correcting" William Keenan's original statement that transformation took 20 settler turns. (He's now corrected that post, so I'm not positive that's what it first said.) And in my haste, I added my own error. Should be 20 engineer turns, not possible for settlers.
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La Fayette
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albi, france
Oct 2000 time: 06:12
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quote:

Originally posted by solo on 03-16-2001 08:59 PM
whale, wheat, oil, silk, wine, iron, furs, spice and bananas are in one group, the special appearing depending on the terrain type.
fish, buffalo, oasis, pheasant, coal, gold, game, ivory, peat and gems are in the other group, the special appearing depending on the terrain type.
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Short, clear and simple.
I keep it in mind.
Thank you.
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La Fayette
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albi, france
Oct 2000 time: 06:12
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Solo
Not so simple as it seems at first sight (I found out why: you did not mention that oil can be encountered either on desert or glacier tiles).
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debeest
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Still simple. Whatever the terrain, if you transform a special, there's only one special for the corresponding terrain in the other group. Note that pheasant = game, so although there are nine in one list and ten in the other, they really do match up.
On second thought, what's the alternate special on glacier? I guess there is none.
[This message has been edited by debeest (edited March 21, 2001).]
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:12
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[QUOTE]
I tried couple of tests:
1. Units don't rotate, they are arranged into a line. "Normally" you go through this line to one edge, you "rebound" back, you return to the second edge and so on.
2.If you end the turn, you start new turn with last active unit (I will call it A next) flashing, then you go to one edge (usually against the direction of last turn, but it is not a rule), then you jump back to A, skip it and go to the second edge. Then you continue "normally".
3.If you click a unit that is not active, then the process is ussually interrupted only: it continues normally after giving an order to the unit. But it is not a rule.
4.If you set an order to a settler then things may stop work "normally".
[QUOTE]
Say you attack a city with a bomber, and next to that city you have a rifleman that hasn't moved yet this turn. That rifleman will move when you're done with the bomber because it's closest to where the bomber ended its turn.
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