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Flurry-of-fun
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Michigan
Sep 2001 time: 05:16
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I played several games before it really hit me, workers only cost 10 shields. So who needs WLTKDays anymore? My first or second city after my capital is built on a river with several food bonus resources or irrigated flood plains and as soon as feasible I am popping out a worker every turn or two while the city never shrinks. With a granary in the capital producing settlers, pretty soon I have cities all over and fill them up with excess workers. I also use a central core of workers to build roads to new city sites and luxury resources. Happiness still a problem? Just put in another worker and rush build that temple.
The only real problem is the stupid govenor. Every turn you have to go in and reset the workers and the build queue since the AI is so incompetent.
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NotLikeTea
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HRM, NS, Canada
Apr 1999 time: 05:16
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This is also handy for when your cities reach size 12 and you don't yet have hospitals.
Since they cannot grow, all that food is going to waste. By producing lots of workers you can either build up your smaller cities quickly, or bank the population points, adding them back to the large cities once they have built their hospitals.
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gamecommander
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North Carolina
Nov 2001 time: 00:16
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This is definately a viable strategy. I wish I known about it about 2000 game years ago. I have an American Civ streching over the entire Americas, North and South. A lot of my souther cities are not expanding well in the harsh jungle, plains terrain while Wahington and New York have stuck at size 12 for a thousand years. This will help a lot.
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Xard
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Atlanta
Nov 2001 time: 05:16
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A good idea, but I could rapidly see this causing a problem because you fill a city with new workers/citizens, and then all of the sudden they can no longer feed themselves. Just something to watch out for before you start pumping new people into those Jungle towns...
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xane
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I though of this in hindsight the other day, I was amazed at the gap between Aqueduct and Sanitation and how I had a nation of size 12 cities for so long, then I wondered why I didn't just make Workers, I sure as heck needed them - doh !
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Flurry-of-fun
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Michigan
Sep 2001 time: 05:16
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I guess what I forgot to explicitly point out is that every worker you build for 10 shields in the "mother" city can be used to rush buy 30 to 40 shields in destination cities. Pretty good leverage if you can handle the 20 turns of unhappiness, which shouldn't be too difficult. Especially considering the geometric nature of growth over time within the game.
Another advantage is that you only need to build one or two granaries for the whole empire, sort of like the barracks. Division of labor among cities. One to make settlers, one for workers and one for military units.
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ICMB
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Well, I'd like to see a slight modification to the game to clean up this type of micromanaging.
Basically, I'd like to be able to, after a certain point in technology, be able to ship food from one city to another. That is, if I have a city stuck at 12 with 4 extra food, I should be able to trade that 4 food to another city in my empire to help it grow. Perhaps there'd be a cost associated with it, or some loss due to spoilage on the route, but it would make it a lot easier to manage cities in inhospitable areas.
So, you could build that city in the tundra where you hope Oil may one day appear, and then have your other cities help that city with food to grow.
It does seem like there might be a potential for abuse, though. For example, if you have 15 cities, and you have each give 2 food to a specific city, that city would not have any need for any irrigation and could turn into an industrial park.
It would need testing, but I think it'd be a fun new aspect.
By the way, my method of handling this situation is that I control my city food supplies to go no higher than 25 before I have hospitals. That lets me maximize production in that city by mining the entire surrounding area. Later, when I can grow over 12, I will irrigate as needed to get my cities to a good stable size.
- ICMB
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