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rwprice
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Lynchburg, VA USA
Mar 2001 time: 00:18
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I'm just curious...do any of you take the time to check on the positioning of the workers in your cities? I was thinking about this, and this is something I rarely do. Maybe that's because the few times I bothered to do this, I rarely found a whole lot of difference by moving them around. Have you found that you can gain an advantage by carefully managing this aspect yourself?
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PhoenixPhlame73
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San Antonio, Texas
Apr 2002 time: 23:18
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I usually only manage my city's workers if there is some reason that my attention has been brought to the city, for instance, if it was no longer growing at size two or three, if it is producing something particularly important, or if it is one of my four or five largest cities, those I check regularly.
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Playa del Carmen
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Texas- never you mind where
Dec 2001 time: 23:18
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I do occasionally. But generally I let the governor take care of things. And of course, if the city's rioting and I can't make anymore entertainers without starving people, I have to let them starve. Kind of sad, kind of necessary. But that's generally the only time I mess with the little boogers.
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Ethelred
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Sometimes. Nearly every city at several times a game.
When I run out of happiness.
When I hit the aquaduct limit
When I hit the hospital limit
All those call for setting growth to zero and maximizing production. Otherwise I can be wasting a lot of time producing unused food.
Occasionally I go in to maximize growth. Sometimes wealth.
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rpodos
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I've been lazy lately, and have just let the city governor manage things.
It's a boon in terms of game "speed" and let's me focus on the big picture and the metagame. Also, no disorder.
That said, I think I am going to follow Aeson's example, and micro-manage until 1000-500BC.
The one thing that I do mid-game, to deal with the governor not managing food when you already have 12 pop, is to draft a Rifleman every time a city hits 12. I'm still figuring out what to do with all the conscripts... so far I've been using them for mountain fortresses (the math still works well, even with only 2 hps).
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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I generally find it a pain, wish they had taken a clue from the ctp series and not only gotten rid or these memory and time eating unit that invariably at some point appear in hordes of animated busyness, but also wish they had gotten rid of the entire concept of allocating city workers to specific tiles. Again, what a pain, even for the micromanager freak. As much as I hate it, if you let the AI do all the above and do not carefully moniter things, the AI will screw you yet again.
Stupid things the AI does w/ both workers and city laborers (they are inextricably related)
1. Sets workers to irrigating city squares of cities unable to grow due to lack of proper growth improvement, even to the point of tearing down mines when the city is doing just fine. Watch for this, the AI does it every time.
2. Allocates city laborers to food producing tiles even when unable to grow (same reason as above) instead of maxing out gold or production.
Am I missing something? I just do not trust these governors.
3. Does not really attempt to link empire w/ roads soon enough. If you want that somewhat removed iron or spice city linked anytime soon, you have to do it.
4. Can't understand the efficacy of "worker mobs", i.e. lumping togethrer hordes of workers around, usually, wonder producing cities and busting out production and sometimes pop growth improvements.
5. Fails to adequately re-assign laborers immediately after completion of harbors, or growth. When you simply click on the city to re-assign workers after completion of a harbor, it often completely ignores production in favor of food, and you must manually tinker w/ it till you get some growth and shields.
Again, I don't mess w/ governors much at all, so maybe I'm spouting out a bunch of ignorant garbage here.
Last edited by bigvic on 08-04-2002 at 22:34
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rwprice
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Lynchburg, VA USA
Mar 2001 time: 00:18
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I guess I need to clarify this a little. I'm not talking about the units that you can see on the map and which build roads and improvements. What I mean are the ones within the city--actually I should have used the term "laborers" rather than "workers". I'm asking about the placement of the laborers to maximize food, shield and wealth production. Thanks for all the replies so far.
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Ethelred
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quote: Originally posted by bigvic
I
Stupid things the AI does w/ both workers and city laborers (they are inextricably related)
1. Sets workers to irrigating city squares of cities unable to grow due to lack of proper growth improvement, even to the point of tearing down mines when the city is doing just fine. Watch for this, the AI does it every time.
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Try Shift-A automation. Then they won't replace anything.
Late in the game I set most of my workers to SHIFT-A and keep some to do the things I can't trust the automation to take care of. Like mining the grasslands.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:18
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Micromanaging is the most relevant difference between mediocre and great game results.
I usually am so lazy to check labourer only every some game turn or after special events, and I use specialist very scarcely, if not for raising happiness, but often my games end with a ranking not worth to mention.
Great players usually micromanage in excess, carefully reallocating labourers and specialists almost every turn. It's a very bad and heavy task for me, as I hate this kind of time loss.
I want to be a strategist, a general ruler, not a tactical player, but the game governors aren't good enough to relieve me from the task, as bigvic already mentioned before.
Civ III introduce some enhancement to reduce micromgmt, as get rid of Caravans and Spies units but the horrible and well hidden - they confused covert operation with covert interface - espionage mission panel and the unbalanced mix of costs vs results ruined the improvement.
Nothing good happened with labourer rules, I'm afraid, and that is one of the missed Civ III opportunity to evolve into a new game. But that's another story no one wants to mention again, I suppose.
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PerpetualNewbie
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I didn't quite follow you, bigvic. What is the harbor problem? The +1 food from water tiles making for more rapid growth? I usually account for the harbor effect before I begin irrigating any tiles, so the net result in most of my coastal cities is that while before they were capped at 6-8 due to lack of food, they now grow to 10-12.
Usually, managing tile improvements (irrigation or mine) is much more important than managing the actual city laborers, at least in my games.
Incidentally, I wish there was a set of checkboxes for worker automation. I personally would set workers to never irrigate unless told otherwise. That would involve a lot more intervention for the desert communities, but drastically reduce the mistakes it makes in improving terrain in grassland and plains...
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