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blackice
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Canada where else...
Sep 2000 time: 00:16
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Yet we accept the global unhappiness of a capitol falling? Not a bug...
So why would we dismiss global happiness especially early in the game with close set cities where the capitol, as in later parts of the game determines civ happiness?
Correct me if I am wrong but individually cities become unhappy because of distance from capitol, size, hunger, lack of improvements and all the other individual effects that strictly rely on the city itself.
The rest of your civ happiness relies of the capitol and other outside effects, war, clerics, slaves etc...
A bug I would guess no, completely tested not yet, more than an observation yes. 
Good point troll 
I surmise a lot more goes into civ happiness based on the capitol happiness then we have practiced. Especially early in the game.
Historically capitols in any civilization, thier wealth, temples, markets, improvements etc. Have made or broke the over all strength and growth of that civilization, even in todays standards.
Test it out.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
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quote: Originally posted by TheBirdMan
Now the game tells everybody, when you is close to complete your wonder - not one but two turns before it actually completes.
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telling from my experiences with the AI players i think this warning depends on the percentage of the construction points for the wonder that are already done. this is what my feeling tells me.
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And one of the other "bastards" through all ressources in to come first - and letting you stand there with all your talents for no use.
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really ??

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Fx reduces one disbanded cavalry the remaining turns with 1 going for Edison Lab.
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not exactly. a disbanded unit gives a certain percentage of its production cost for the wonder (or whatever else is being built), i believe 50%.
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But be aware - some of the others can be real nasty. I have seen Edison Lab being builded in ONE turn - probably have my opponent changed from one wonder to another and then rushbuyed the rest. **** happens |
some even save a load of units to rushbuild wonders. i rarely spend money on rushbuilding (-buying).
this is also a good way to get rid of obsolete units.
and, as said above, it works with every city production (except infrastructure and capitalization) so consider it whenever you need to urge-build something.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
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similar with me, david. only that i build 3 warriors first (the first two cost only two turns if i have double forest-river) and then switch to granary in my first city. this usually leaves 2-4 turns before it grows (min wages, max prod, rest for food).
at the last turn at size 1 (which is just in time) i rush buy the granary with the money often found my exploring warriors.
thereafter, i tend to build phalanx, slaver, temple in my capital (if i i found other settlers) and go for building it up, especially if i want an early wonder.
phalanx and slaver can also be imported from other cities, and the temple might also be rush bought.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
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in order to support this strategy i go religion, theocracy, bronze working, where often the game doesnt allow me to research religion first, so it becomes bronze working, religion, theocracy
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
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is this just a one-time phenomenon or did anyone also experience this.
i started to build a (500PW) farm on a (plains) tile, one turn later re-decided for a (300PW) mine, changed the production, and got the remaining 200 PW BACK !!

anyone else who can confirm this as a rule ?
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Keygen
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Athens, Hellas
Jan 2000 time: 07:16
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Why don't you guys post these bugs in the Bug Report thread?
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