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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:20
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quote: Originally posted by W4r_Machine
Disbaning a captured worker is stupid, besides, it's free. On ocations catured worker from me make a mad dash to enemy border and use my rail system. It doesn't often happen but it does especially if it's a stack of workers. |
Why is this stupid? If I can't get the workers back across to my territory, why should I let the AI recapture them?
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Carbon Copy
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Indiana, USA
Feb 2002 time: 00:20
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quote: Originally posted by ACTD_Ran
Oh, I forgot about the disband button. lol
And yes, but that's 20 turns. Does Russia wait 20 turns to stop diplomatic negoations with anyone? lol No Sometimes I'll save up a bunch of cash and make massive armies, and draw from that cash reserve to 'feed the army'. Most of the time, for me, it's about the only way I can keep up with the AI's. I've found myself 'in' wars that I wouldn't have wanted to be in because I can't "Safely" cancle any agreements in that 20 turn period I feel there are a great number of things that should be more realistic, and deplomacy is one of the biggest ones. I'd also like to see it emplimented earlier in the game. Maybe even letting some of the barbarians make agreements with themselves might be good
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Yeah, ideally, you should be able to negotiate to cancel a previously made agreement. It would be nice if we could do that in the next patch. But barring that, just make sure that you are prepared to honor the full extent of the agreements you enter if you don't want to end it prematurely with war. If you don't think that you want to be some country's buddy sometime in the next 20 turns, it's as simple as not entering into any relationships that would entangle you in that timeframe.
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I thought for sure I did have an embasy because I had made MP's with England before that incident.... But I don't have that game anymore so I can't verify that.
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I believe it's possible to lose an embassy if the other civ's capital is destroyed and the palace moves to another city. If it happens in the future, just look for a filled-in yellow star by their capital (or look for a dot by the leader's portrait in the Foreign Advisor screen) to see if you still have an embassy.
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To get to a science worker, you have to go through the Tax worker and seemingly that in itself makes at least one unhappy citizen or at the very least drops them one level.
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whenever you turn a general worker into a specialist, the default specialist is the entertainer, which adds a smiley face. If you click on the entertainer portrait, you get a taxman, who adds one trade but does not add a smiley face. The drop you are noticing in happiness is because the specialist that was adding an extra smiley face on top of your natural happiness level is now producing one extra trade instead. And if you turn it into a scientist, you are producing an extra beaker instead of a trade instead of a smiley face.
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I usually keep my science ratio at 70 percent... So there must be some type of formula then... Does anyone know what it is? |
The percentages for science and luxury are percentages of each city's income spent towards generating happiness or beakers. If you set your science slider to 70%, then 70% of each city's net trade (rounded up, IIRC) will be spent towards producing beakers.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:20
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quote: Originally posted by W4r_Machine
MY answer is based on my resulting battles,
When I capture a worker, there is usually no one arround to claim it back. Even if there are enemy troops close by I keep them OR It's 20 tiles away from my border. 150 units of cavalry will do short work of the surrounding cities. By the end of the war, enemy territory is mine. Disbaning workers isn't logical(at least for me). |
So you only attack with such force? Do you just hang out in the game building that up for one orgy? Joy. If that's how you play, then great, but there are other ways to play, involving warfare with fewer pieces in which such a scenario can arise. I am usually at war most of the game, involving smaller skirmishes, so such a situation arises for me often.
quote: Originally posted by W4r_Machine
Why capture a worker if you can't protect it in the 1st place? ...To keep it from the enemy, yes? Why not add it to your own work force, free of charge. |
I sometimes have strikes into enemy territory to take out his workers. Coupled with a pillaging attack, can take a while for the AI to recover, has to rebuild workers first. By that time I can finish the job by force. I would trade a low level unit-Jag etc for a pop point of theirs anyday.
quote: Originally posted by W4r_Machine
Did you capture the worker with 1 unit and nothing else? Bad move. If there are enemy troops nearby, why go for the worker? That's AI attitude. Go for the worker if you can keep it. |
Um, well, if there are AI troops and I have one unit left after a battle, ( and at that point i want to take something out ) I''ll take that worker, and destroy it, knowing that I can escape with neither the unit nor the worker.
[QUOTE] Originally posted by W4r_Machine
I go to war with 10 sets of stacks consisting of 15 units place strategically to take as many cities and worker in one turn while at the same time disconnecting strat resource. [/SIZE]
That's great, so why why comment by saying its stupid to disband the workers? Obviously my posts were predicated on the AI NOT being destroyed after one turn. Yours were, though that was not stated. You're right, if you can take out the whole civ in a turn or 3, keep the workers. I played that way for a while, it no longer maintains my interest. I like a struggle I guess.
To each his own, peace
On topic- one week left in June
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W4r_Machine
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of Nothing! Canada, where the sun freezes
Jun 2002 time: 23:20
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quote: Originally posted by asleepathewheel
So you only attack with such force? Do you just hang out in the game building that up for one orgy? Joy. If that's how you play, then great, but there are other ways to play, involving warfare with fewer pieces in which such a scenario can arise. I am usually at war most of the game, involving smaller skirmishes, so such a situation arises for me often.
I sometimes have strikes into enemy territory to take out his workers. Coupled with a pillaging attack, can take a while for the AI to recover, has to rebuild workers first. By that time I can finish the job by force. I would trade a low level unit-Jag etc for a pop point of theirs anyday.
Um, well, if there are AI troops and I have one unit left after a battle, ( and at that point i want to take something out ) I''ll take that worker, and destroy it, knowing that I can escape with neither the unit nor the worker.
[QUOTE] Originally posted by W4r_Machine
I go to war with 10 sets of stacks consisting of 15 units place strategically to take as many cities and worker in one turn while at the same time disconnecting strat resource. [/SIZE]
That's great, so why why comment by saying its stupid to disband the workers? Obviously my posts were predicated on the AI NOT being destroyed after one turn. Yours were, though that was not stated. You're right, if you can take out the whole civ in a turn or 3, keep the workers. I played that way for a while, it no longer maintains my interest. I like a struggle I guess.
To each his own, peace
On topic- one week left in June |
If I can take out a civ in 3 turns I wouldn't be here reading strats. Obviously 150 is a very general number. That wouldn't work in the modern era. You're right, to each his own.
My opinion still stands.
[edit=Captured workers are free slaves. So I don't see the point os desmantling them. Sooner or later you're gonna capture the other CIV along with all it's workers.]
Last edited by W4r_Machine on 22-06-2002 at 04:44
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