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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Glory of War > City site OVERLAP.
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GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:24
  Old Post 06-12-2002 19:32 Visit GhengisFarb's homepage!
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#1 Report this post to a moderator
City site OVERLAP. Enter the AD-FREE zone

I absolutely hate having overlap in my cities and my cities usually are size 30-41 in my own games but this game is on Standard (very small) map and we are go for VERY warlike atttibutes so I'm thinking we should allow our cities to overlap quite a bit.

Most likely none of them will exceed size 12 ever.

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:24
  Old Post 06-12-2002 21:30
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Avatar Enlargement: We've got the solution

Is this not including those temporary settler factories?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:24
  Old Post 06-12-2002 21:45
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i have no problem with some overlap

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:24
  Old Post 06-12-2002 23:10 Visit GhengisFarb's homepage!
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#4 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Panzer32
Is this not including those temporary settler factories?

Basically when placing cites I ignore those factories and view them as extensions of the capital. Suburbs if you will.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:24
  Old Post 06-12-2002 23:24 Visit Inverse Icarus's homepage!
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#5 Report this post to a moderator
Put an end to popups!

i overlap all the time, whatever i need to get the best resources.

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:24
  Old Post 06-12-2002 23:28 Visit GhengisFarb's homepage!
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Remove this text



Here's what I was thinking for the first Warrior and Settlers.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:24
  Old Post 07-12-2002 01:08
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Remove this text

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:24
  Old Post 07-12-2002 01:17
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GF

are playing with accelerated production or not? also we have currently played two turns correct? so it will take two more turns to complete the mine, then another 2 to complete the road correct?

now tell me if these calculations are correct or not, it would take 6 turns to build a road north to the first city location (2 turns of movement, 4 turns of road building) while it would take 5 turns just to complete the road to the wines directly above our capital

so what i'm thinking is that we should send our worker north to build either one or two segments of road when it finishes with the mine and road in it's current square

what do you think of that?

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:24
  Old Post 07-12-2002 03:31 Visit realpolitic's homepage!
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Tired of ads?

Since we expect to be near the end when Sanitation is available, overlap should be fine. This also implies we we won't build Universities or Banks, so abandoning cities will be a more viable option if we're wrong.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:24
  Old Post 07-12-2002 04:16
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Lose 30 kilos (of popups)

quote:
Originally posted by korn469
so what i'm thinking is that we should send our worker north to build either one or two segments of road when it finishes with the mine and road in it's current square

what do you think of that?


I know that this question wasn't directed at me, but I'm gunna give my two cents anyway:

The reason why we are going to build a road after we complete the mine is because of movement. It would cost 2 additional turns to build a road if we didn't do it now. One turn to move the worker back into the city and another one to move him back to build the road (which would be built eventually). Plus it will make the tile a mined, roaded bonus grassland with a river. 2 food, 2 shields, 2 commerce. That, my friend, is a great tile even in the industrial age. It will ALWAYS be used.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:24
  Old Post 07-12-2002 06:01
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Increase the size of your Attachments

quote:
The reason why we are going to build a road after we complete the mine is because of movement.


donegeal, i know we are going to build a road in the current square

quote:
finishes with the mine and road in it's current square


i was asking what should we do after that, sorry for any confusion

all of my questions are always open to all members of the team, so since you stepped up, after we finish working in this square then what?

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:24
  Old Post 07-12-2002 10:18 Visit GhengisFarb's homepage!
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#12 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by korn469
so what i'm thinking is that we should send our worker north to build either one or two segments of road when it finishes with the mine and road in it's current square

what do you think of that?

Actually that is exactly what I was thinking. It would also give us a luxury real quick.

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