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absimiliard
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NE USA
Nov 2001 time: 05:16
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I use mining & irrigation to draw ASCII-art pornography on my continent. Helps keep me awake for those late-night games. Just when I'm about to nod off I gaze at the landscape and suddenly I'm awake.
Why? Doesn't everyone?
*removes tongue from cheek*
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:16
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If they are of my own civ, they eventually go back into new cities to helo growth. Other civs, the workers just keep working. Looking at the military advisor screen, it would seem other civs workers cost no upkeep, so I either end up fortifying them til I need em, or trade them away to other civs.
I usually have 1.5-2 workers per city, until I start conquering, then they get integrated back in. Sometimes in the really late game if I've been on a conquering spree and everything is terraformed I start disbanding them in remote cities for the shields. Hey, 200 workers is a lot of shields for thos cities netting 1 per turn =)
Lastly, another good use for them, walls. Build a wall of workers between you and a neighboring city to keep him out. Plus, if you go to war with em, they stop to attack the workers, giving you the chance to counter attack next turn.
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roadcage
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Minneapolis Kansas
Nov 2001 time: 23:16
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I always try to control a significant amount of desert, jungle, and tundra for resource flexibility. This is done to increase probability of saltpeter, coal, rubber, and oil being in my turf.
There is a long time period where my original pop generating cities have no choice (other than throwing away food) than producing workers adnauseum. This continues until hospitals can be built. Home grown workers are preferentially used for poptrans, but invariably, more are produced than can be consumed in this fashion. And of course there are all the captured workers gotten by razing the poorly positioned enemy cities. I end up with lots of workers.
So it is fortunate, that jungle needs clearing. Each jungle square requires:
48 slave worker turns
or
24 normal (non-industrious) worker turns
or
combinations of the above.
If you play an industrious civ, adjust per your experience.
So, in anticipation of the railroad rush , my large worker supply performs normal road, irrigate, mine, poptrans functions until about half way thru the middle ages. Then they chop and road jungle until steam power is discovered. Hopefully at this point they can lay track. If not, you need to fight a coal resource war, but that's another story.
Track laying is not as bad as jungle clearing but
grass/plains etc 12 slave worker turns or equivilant
hills/forrest etc 24 slave worker turns or equivalent
mountains are even higher but not usually on the main line.
The does not complete the full track, but simply connects the cities. Prior to Hospitals, I try to maximize the shield benefit when selecting the main line routes. After Hospitals, food benefit is added to the analysis. After the main lines are completed, some home grown workers are added to cities with the slaves continuing to develop the system. Eventually, most will be added to population.
I have looked back over a few games and my worker population tends to peak at about 6 per city in the middle industrial age and then gradually falls to about 1 per city at the end.
, I had one game in which I controlled a huge and only jungle. My worker count peaked at about 10 per city. With a near monopoly on coal, I started a middle industrial age world war which quickly ended the game by domination victory.
roadcage
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