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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Help > Lumberjacking Disabled!?
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steven8r is offline steven8r
Prince
of Central Texas
May 2002
time: 23:19
  Old Post 25-05-2002 23:05
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#1 Report this post to a moderator
Duplicate Post, Please Delete. Lumberjacking Disabled!? Inflate your Upload Space

Before patch 1.21f I used to be able to pump up a city's production by stacking 7 Workers in a square and having 3 Plant Forrest, then have 4 Clear Forrest to give 10 shields back to that city. I could stack several 'crews' near a city and actually get large projects finished fairly quickly.

Since patch 1.21f this only works once per square. After the initial 10 shields returned to a city that square will not produce shields for that city again.

With such massive corruption (even w/ Courthouse & Police Station) the cities on the 'not my home' continent (away from Palace and FP) produce improvements VERY slowly. Using lumberjacking was the only way that I could get them to actually build anything in less than 50+ turns (and I'm not talking Wonders here, I'm just talking about Temples and such.)

Does anyone know of a way to re-enable this tactic, or any other tactics to help boost production amidst 90%+ corruption?

Last edited by steven8r on 25-05-2002 at 23:29

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-05-2002 00:33
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#2 Report this post to a moderator
Increase Your PM Length

It was changed with v1.16f (first patch)

steven8r is offline steven8r
Prince
of Central Texas
May 2002
time: 23:19
  Old Post 26-05-2002 00:39
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I wanna jack the lumber Remove this text

Is there a way to re-enable it?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-05-2002 00:54
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#4 Report this post to a moderator
Avatar Enlargement: We've got the solution

Nope, it was concidered an exploit, and taken out. You would totally avoid wast.

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:19
  Old Post 26-05-2002 13:19
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Support Apolyton or Terrorists Win

Why only get a one-off bonus of deforesting ? Surely every time you do it, you get to wood to build stuff, wood to burn for fuel, etc.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-05-2002 13:31
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Support Apolyton, buy Civilization 2

Well, let's say that it takes longer for a forest to grow old enough for getting production of more then once. At least if you do it every turn. It would be possible if the plant forest time didn't depend on the number of workers doing it, but always is ready id X turns. And then you should have to wait Y years from started (yes, they grow when they are being planted as well). before you caould get any production from it by choping it down. Lets set Y to somewhere between 80-100 (maybe depending on the base tetrrain). Then you could do it every X turn in the early game when the time goes fast, but only once in a while in lategame.


That would probably work, but the way it was was totally unrealistic.

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:19
  Old Post 26-05-2002 14:15
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Support Apolyton, buy Civilization: The Boardgame

How long would you need? 50 years? 100 years? That's 1 or 2 turns in the early game

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-05-2002 15:31
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#8 Report this post to a moderator
Help yourself to an AD-FREE life

Yeh, but the game doesn't work that way. I was just telling that it was an exploit, and that it is unrealistic, at least in the end game. So you never get the bonus more then once.

Lucilla is offline Lucilla
Princess
The Netherlands
Apr 2002
time: 06:19
  Old Post 26-05-2002 16:45
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#9 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by zulu9812
How long would you need? 50 years? 100 years? That's 1 or 2 turns in the early game


In the early game you can plant forrest, however. So Gramphos' rules wouldn't have any impact in that period. I'd like to see that proposed mechanism in the game.

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:19
  Old Post 26-05-2002 19:56
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Got spare money?

quote:
Originally posted by Lucilla
In the early game you can plant forrest, however. So Gramphos' rules wouldn't have any impact in that period.


Oh yeah...Doh!

Lucilla is offline Lucilla
Princess
The Netherlands
Apr 2002
time: 06:19
  Old Post 26-05-2002 20:11
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#11 Report this post to a moderator
Got spare money?

Sorry, I meant you CAN'T, not you CAN. But, you interpreted it correctly, already

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-05-2002 23:55
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#12 Report this post to a moderator
Put an end to popups!

I didn't have that in mind when I wrote it. But it makes the idea even better.

*this is the right thread*

steven8r is offline steven8r
Prince
of Central Texas
May 2002
time: 23:19
  Old Post 27-05-2002 00:20
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#13 Report this post to a moderator
I ain't jacked my lumber baby, since my chain saw you. Support Apolyton

Perhaps consistent Lumberjacking is an exploit, but it's the only way to actually build stuff later in the game for cities w/ high corruption.

I would like to see that 'feature' put back into the game. Perhaps not every turn, but at least more than once per square. Even once per square per project would be more benificial for the cities and wouldn't be too exploitative.

If the game wants to exploit corruption so much, shouldn't that be balanced by some exploit that the player can accomplish??? I mean, come on, how could a city in a rich, democratic culture with awesome military might be more than, say 50% corrupt. (at this point I'd settle for 50% corruption.) 90% Corruption is just way to unrealistic.

If the cities could actually use their production instead of it being wasted by corruption I wouldn't want Lumberjacking so much, but there has to be some sort of balance.

Anyway, that's my 2 cents worth.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 27-05-2002 01:58
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#14 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Well, corruption in the real world is always higher then you think... But probably not up to 90%. But anyway, I don't think they should put it back in. It would not be good for MP.

Tuberski is offline Tuberski
Emperor
ACK!!! PTHBBPPPTTT!!!!
Feb 2002
time: 23:19
  Old Post 28-05-2002 02:03 Visit Tuberski's homepage!
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#15 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Changing the corruption rate in the editor is a lot easier than lumberjacking.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 28-05-2002 02:16
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Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Tuberski
Changing the corruption rate in the editor is a lot easier than lumberjacking.

Yes, for that putrpouse, if you can't handle the corruption. But remember that when MP come there will not be all players who accepts to play with your modified rules.

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