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JLH is offline JLH
Settler
NY
Nov 2001
time: 05:16
  Old Post 15-11-2001 22:46
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We love the _____ day benefits? Help yourself to an AD-FREE life

Is there a way to use WLT_D to quickly grow your population, as in Civ II? Has anyone figured out the exact benefits of WLT_D?

kmj is offline kmj
Prince
NY
Apr 1999
time: 00:16
  Old Post 15-11-2001 23:02 Visit kmj's homepage!
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I believe the benefits of WLTKD, according to the manual, are better resistance to enemy culture and propaganda and lower corruption. Sorry, I don't have any more specific info. It seems that they're less powerful but more common in civ3.

star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:16
  Old Post 16-11-2001 03:55
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Not sure either, but I think I noticed less corruption after I got a WLTQD as the Egyptians. I also got one or two extra wings on my palace.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:16
  Old Post 16-11-2001 05:38
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must be something like that(lower corruption) and (not sure at all here!!!) i think some buildings give more culture points

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:16
  Old Post 16-11-2001 06:51 Visit Dis's homepage!
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corruption must be the best benefits.

my science actually was better after pumping up my luxeries. the wltk days seemed to help out in science (due to more commerce)

no pop booms though

jack_frost is offline jack_frost
Chieftain

Nov 2001
time: 05:16
  Old Post 16-11-2001 10:46
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Put an end to popups!

the reduced corruption probably indirectly ended up giving you more science pts. I don't think the we love the... day gives any direct commerce boost.

IronSpam is offline IronSpam
Chieftain
Hoboken, NJ
Nov 2001
time: 00:16
  Old Post 16-11-2001 12:41
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I was disappointed to see that the massive population expansion during the "We Love the President Day" doesn't happen in Civ III. In Civ I and II, a lot of my strategy centered around encouraging a Republic or Democracy to experience that kind of explosive growth.

I stumbled onto an alternative. While playing the Americans, workers do their tasks faster, as is the case with any Industrious power. Thus they're more likely to be idle, especially when your continent is fully settled and developed. Also, I thought it was a waste of growth when a city hit that 12-population ceiling before constructing Hospitals. So when a city got to 12, I got into the habit of building a worker before the granary filled, knocking the city back down to 11 and letting it grow again, usually the next turn.

These two factors added up to as many as fifty workers doing not much of anything. When Steam Power came along, they railroaded the continent pretty darned quickly, and of course the onset of Industrialization gave them ample employment cleaning up Factory and Coal Plant Pollution. New colonies overseas would also get boatloads of new workers either to terraform or to give a population boost. But other than that, they spent most of their time repeatedly planting forests and logging, as most of the world was settled and developed.

Once I researched Sanitation and the Hospitals were built, I found that I could add workers back into my cities, even at size 12. I was ecstatic. In Civ I and II, settlers can't add population to cities beyond size 10. So I went whole hog and added lots of extra workers back into the cities, increasing the population of my cities from 12 to about 16 or 17. It was like We Love the President's Day in Civ I and II!

The economic effects were twofold. Not only did the expanded population boost national production and income, the eliminated workers decreased upkeep expenses. So in a way, I was "storing" growth factors in my workers while waiting for the 12 population "Hospital Barrier" to be lifted. Sounds like the makings of a good growth strategy.

Just a quick note on one downside of this situation. I played "worker-tug-of-war" with my warlike Iroquois neighbors who would at times capture stacks of workers toiling along the border. I'd have to go after them and recapture them. It was actually kind of funny, but was risky too. I quickly got most of them back before the peace treaty was signed. I've got to remember to protect my workers with military escorts.

Last edited by IronSpam on 16-11-2001 at 12:49

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:16
  Old Post 16-11-2001 12:53
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It is simple,
WLTKD LOWERS WASTE (corruption from production).

It is very usefull for those distant cities.

Especialy if you have 6+ luxuries (makes WLTKD easy to get).

Easy Rhino is offline Easy Rhino
Chieftain
Californey
Nov 2001
time: 21:16
  Old Post 16-11-2001 16:32
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main benefit is the fireworks.


ER

nap2 is offline nap2
Settler

Dec 2001
time: 00:16
  Old Post 15-12-2001 22:03
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Hmmm

So is there any proof of science boost with more WLTKDz?? If so, that would speed up things a lot for me...

What are the effects of increasing luxurie in CIV3??

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:16
  Old Post 16-12-2001 08:17
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Each luxury makes a single person happy in each city... if you dont have a marketplace.

If you do have a marketplace, then follow this table:

1 & 2nd luxuries make 1 happy face each
3 & 4th luxuries make 2 happy faces each
5 & 6th luxuries make 3 happy faces each
7 & 8th luxuries make 4 happy faces each

So if you have 5 luxuries in a marketplace city, you will have 9 happy faces produced in that city. If you have all 8 luxuries in a marketplace city, you are producing 20 happy faces in that city (although some of those happy faces are used to make unhappy pops content).

IMO trading for luxuries is the easiest way to get many cities WLTKDing.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:16
  Old Post 16-12-2001 08:58
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For those far-away cities, WLTKD can be the first time that your city has greater than one production. Remember, however, that you need a minimum population of 6 to enjoy WLTKD.

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