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Firebird
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quote: Originally posted by vmxa1
Who says they had a reason? |
Thats right. It could just be one of those things that happen.
But if it is linked with some gamemechanics (like the AI-citygovernor) it might be difficult to remove without tweaking some piece of code, which could lead to an unwanted change in the AI, which again could demand more tweaking etc. Things could be so complicated, that they choose not to do the change because of lack of time.
Now, my life are not any bit worse if they don't change this, but as I am not into micromanagement, it would be nice to be able to stop that worker-building habbit.
Therefore I hope they can and will change this in a patch, so lets hope there are no reason.
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planetfall
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Incoming from CO
Jan 2002 time: 22:23
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How to always generate wealth
Back to the original question. The problem is relying too much on city governor. The method to get wealth every time and not anything else, is to go to preferences and select build last unit {or whatever the exact name is}. Then set city governor to have NO control over this city.
BTW the only reason I can imagine to build wealth is when 1) military is much larger than any other civ, 2) no city improvements are useful. For me this is after about 1990 when only a few AI cities are left and only playing simcity style and trying to up score before quit game.
300 workers
Why so many after RR'ed? The only reason I can think of is poor decisions were made about build options and building too many high polluting improvements. If a ton of these workers are foreigners, you should have 0 native workers to maximize power in game. I would have to review sav's to see what is going on, but guess it is a case of too many polluters. I used to have too many workers at the end of the game, i.e., about 30. Now it is always under 10 with holding over 95% of land mass and have no problems cleaning pollution each turn. Just don't leave those workers in a city. Put them in a stack outside the city and freeze them so you can find the worker stack on each continent as you need it.
Cracker -- How about a bit of leaway?
It is common for new posters who first come into contact with Cracker to be PO'ed at his approach. Get over it and give him a break. The real problem is new posters don't know who they are talking to and whom is giving them advice. They incorrectly assume they are talking to a player at their level.
Pick your cracker analogy:
A- CHESS
Cracker plays AND teaches at the Grand Master level. Grand Masters are by definition frustrated with ineffective play styles and often come down hard on play styles that are known not to stand the test of time. Bobby Fischer was an exception. Most Grand Masters, such as Fine, etc, talk down to lower level players. Cracker fits this mode.
B- FOOTBALL
Cracker is like John Madden. He is a coach trying to encourage/frustrate/madden you so you play better and better each month. To this end he posts play plans and game tutorials on civfanatics web site. I don't know of any football player who does not get mad at his coach frequently, but they put up with the coach because of the value they add in improving game play.
If you write off Cracker and treat him as a "crackpot" and not as a "code cracker", you do so at your own risk. Others will slowly and reluctantly learn from him and you will not have any chance vs a cracker educated player in any PTW group game. If you only play single player and allow yourself to build a mental brick wall vs Cracker's ideas you will discover more frustrations than people who try to understand what he is talking about.
Bottom line:
A-- if get PO'ed at Cracker, use PO enegry to "prove him wrong" and see if you can discover any play strategy/tactics which will out play the master, and/or
B-- think of him as your old loving father/grandfather who doesn't understand the softer feel good kind of language but really wants you to learn how to play the game better. Get past the language and focus on the play ideas, concepts, and tactics.
What do you have to lose? a little pride and arrogance.
What do you have to gain? an consistently easier win.
Enough said?
-- PF
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planetfall
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Incoming from CO
Jan 2002 time: 22:23
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I have never been able to get city governor to work correctly, i.e., to produce what I expect. If I am in a static era of building and no warfare, I use build queue of 5-10 next improvements. It takes about 3 turns to set up the queue on all cities, but once that is done the turns really fly by. Unfortunately as you advance in levels you have to also advance in military action to stay alive, which makes build queue very difficult. Since I can't predict what the governor will create and when I have more than a hundred cities I can't remember what is most important to build next, I always was stopped on confirming governor's build choice anyway. No time savings. There is time savings when I automatic city production.
The only times I automatic city production now are:
1. queue production in Middle Age peacetime
2. happiness only in newly conquered cities
3. important new tech, i.e. nuclear power, manu. plants, RR.
For example, nuclear power-- cycle thru all cities, to see which are eligible for nuclear power. Depending on shields in production and closeness to AI will either change to nuclear power plant or add nuclear power to next build after current build is finished. If I don't use the build queue, I forget to power some cities.
Now when most cities are on manual production, I just select the scroll list to see if producting correct improvement. It only takes a second and average play time for a turn is about 7 minutes during peace. When I turn on the city governor I only save 1-2 minutes, so I don't find it useful.
HOWEVER, if you discover a method to determine a better way of using the governor I would be interested in knowing.
Ideally, I wish we could set up 3 default settings. Something like this:
A- culture build: lib, temple, cathedral, university, {research lab}, colesseum,
B- military build: top defensive unit of era, top offensive unit of era, top def, top off, bombardment unit, def, off, air unit, ..etc
C- local build queue:
Then have city label show one of "A|B|C" so the player would know if city governor is using his default build order A, or B, or a local order, C.
-- PF
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