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 > Civ3-Strategy-Archive > Better than a food caravan. (or how to jump start early expansion)
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
Flurry-of-fun is offline Flurry-of-fun
Settler
Michigan
Sep 2001
time: 05:16
Lightbulb  Old Post 25-11-2001 22:59
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Better than a food caravan. (or how to jump start early expansion) Support Apolyton buy from Amazon

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.

NotLikeTea is offline NotLikeTea
Warlord
HRM, NS, Canada
Apr 1999
time: 05:16
  Old Post 26-11-2001 01:07 Visit NotLikeTea's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Inflate your Upload Space

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.

Kolyana is offline Kolyana
Warlord

Nov 2001
time: 23:16
  Old Post 26-11-2001 01:50
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Help yourself to an AD-FREE life

Both of these ideas seem to have escaped me ... I like it.

I've just finished the most enjoyable ... and the most frustrating ... game of my entire Civ III career and I suspected that I'd need a break for a day or two, but this thread makes me want to 'go back in' and test it out

gamecommander is offline gamecommander
Settler
North Carolina
Nov 2001
time: 00:16
Post  Old Post 26-11-2001 03:44 Visit gamecommander's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
worker rush Help yourself to an AD-FREE life

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.

Kolyana is offline Kolyana
Warlord

Nov 2001
time: 23:16
  Old Post 26-11-2001 07:45
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Just thought I'd say that I started a new game on Satya's world map.

I am applying some strategies that I've read about here ... including those given above. Thus far everything is going nicely

I lead the world in culture and technology. More importantly, I've been able to secure some key Great Wonders ... normally something I struggle with.

Aggressive growth, using towns to stiffle the computer nations when found, and using size 12 towns to feed others ...

Early days, but a great start thus far.

Now, if I can get a foothold in Alaska, Canada, America and South Africa, I'm set

Xard is offline Xard
Settler
Atlanta
Nov 2001
time: 05:16
  Old Post 26-11-2001 08:42
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Enter the AD-FREE zone

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...

kittenOFchaos is offline kittenOFchaos
Warlord
Halifax, Calderdale, England
May 2001
time: 05:16
  Old Post 26-11-2001 13:15 Visit kittenOFchaos's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

I used this approach in my second game as my Roman empire was getting invaded and I couldn't hope to protect my workers...by boosting my city population I got the metropolis defence bonus for my city in the "firing line" and it helped stem the tide of German expansion.

xane is offline xane
Chieftain

Nov 2001
time: 05:16
  Old Post 26-11-2001 16:01
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton

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 !

Flurry-of-fun is offline Flurry-of-fun
Settler
Michigan
Sep 2001
time: 05:16
  Old Post 27-11-2001 21:54
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Lose 30 kilos (of popups)

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.

ICMB is offline ICMB
Chieftain

Nov 2001
time: 21:16
  Old Post 28-11-2001 04:23
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

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

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:16.
Apolyton Time is 00:16.
    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 0.0457 seconds (88.85% PHP - 11.15% MySQL) with 30 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