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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Lux Invicta > BC 3700 - 2950 (Worker, Build and Tile-Working Orders)
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BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:24
  Old Post 10-12-2002 04:00 Visit BigFurryMonster's homepage!
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BC 3700 - 2950 (Worker, Build and Tile-Working Orders) Suffering from ads?

Trip asked me:

Does the building of the settler and our food build match up perfectly?

I ran some calculations to check whether that is the case.

To give you the answer straight away: yes - we can have a settler ready in 2950 BC.

This is the worker, tile and build plan. Note that no granaries are built yet, so we can discuss that subject for a little while longer.

3750
We start building our second Warrior.

3700
Road is finished. Worker moves to the river grassland tile N of Invictus.

3650
Start building road.

3600
Road finished.

3550
Move Worker to bonus grassland tile.
Warrior finished. Start building Spearman.

3500
Start building a mine.

3450
City grows to size 2. Culture expands. We'll work the river-bordered grassland tile, which yields 2 commerce due to the road and the river, until our second mine is finished.

3400
Mine finished. City works (mined) bonus grassland tile.

3350
Worker continues to build a road in the same tile.

3250
Spearman ready. Start building Settler. The city now looks like this:
Invictus (6)
Settler (6)

2950
City grows to size 3, but in the same turn builds a Settler and drops back to size 1 again.

Then it's either building more units or a granary*. I'll leave this open for now!

* barracks and switch later if we do not have pottery yet.

ixnay is offline ixnay
ACS Staff: 'RoN' Content Editor
I <3 etna, omg disgaea fag
Jan 1970
time: 22:24
  Old Post 10-12-2002 04:35 Visit ixnay<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Nice work. I would probably get bored and wander off to do other things if I tried to plan out something like this.

Zero is offline Zero
King
Bouncing back and forth
Sep 2002
time: 00:24
  Old Post 10-12-2002 05:42
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Avatar Enlargement: We've got the solution

now next topic is where to settle this bad boy, but lets not get too far ahead of ourselves.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:24
  Old Post 10-12-2002 11:13
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It suddenly occurred to me that we must remember not to build a settler until the turn it completes, in order to increase chances of spawning a settler from a hut. This is a general comment, not specific to this post .

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 10-12-2002 13:34 Visit BigFurryMonster's homepage!
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True - we must have as few active and in-build-queue settlers as we can. In order to achieve this, we could build barracks and then switch to settler at the right moment (i.e. 3000 BC). The Settler will then be active for a few turns (until it founds a city), in which we should not open any goody hut doors...

Zero is offline Zero
King
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Sep 2002
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  Old Post 12-12-2002 07:55
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well, it could still be a tech if random seed is not on..

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:24
  Old Post 12-12-2002 11:57 Visit Trip's homepage!
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We shouldn't waste any turns by building barracks with surplus shields that we could be using for something else. Of course, this is just the whinings of the slave-driver on top.

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 12-12-2002 12:52 Visit BigFurryMonster's homepage!
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No need to waste any shields. Just switch to barracks and switch back to settler after entering the hut. As this can be done in the same turn, we won't waste anything.
The 50% production loss was in Civ2, remember?


edit: we'll start with building a settler, of course.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:24
  Old Post 12-12-2002 13:04 Visit Trip's homepage!
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Yes, all I'm saying is that I don't want any shield wastage (i.e. switching from barracks too late and losing shields, etc.).

Zero is offline Zero
King
Bouncing back and forth
Sep 2002
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  Old Post 14-12-2002 21:15
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Remove this text

Will building order be affected in anyway due to ther current NDE event?

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 15-12-2002 15:32 Visit BigFurryMonster's homepage!
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I don't think it will affect Worker Morale :-)

BigFurryMonster is offline BigFurryMonster
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  Old Post 18-12-2002 13:00 Visit BigFurryMonster's homepage!
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Just want to point out that the above plan is still valid, even with the ND situation. I think our spearman will be completed 1 turn earlier than planned, but we'll make up for that by working the roaded square (+2 commerce) for one turn during the next few turns somewhere.

We'll need to decide on the city location, to see where we must build a road to with the worker.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:24
  Old Post 19-12-2002 09:47 Visit Trip's homepage!
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We should settle 'our' spot as agreed to with our 'treaty'.

We must secure that area as early as we can.

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 19-12-2002 15:34 Visit BigFurryMonster's homepage!
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OK - but should we focus on building a road to that location, or should we keep the worker close to Invictus, where it will be safer and can start to prepare the city spot for the 3rd city?

punkbass2000 is offline punkbass2000
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Waterloo, ON, Canada
Feb 2002
time: 00:24
  Old Post 19-12-2002 16:36
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I say start up a road. If they're able to invade soon enough to make where that worker is in the next couple turns matter, then we're f*cked anyway.

Admiral PJ is offline Admiral PJ
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Dec 2000
time: 05:24
  Old Post 22-12-2002 05:42
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I think we should build a road with a guarded worker to the cattle area,
The wheat , game site looks even better to make a city, we could easily extend the current road northeast too.

We should use our powerful workers to best effect I think, its one of the few advantages we have.

I suggest we concentrate on mining grassland with shields too, like we've been doing, but roads for military / exploration are most important perhaps.

We may have an advantage over NDE if we find the iron locations first.

BigFurryMonster is offline BigFurryMonster
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You're saying a few things:

a) build a road to the red square near the cattle;
b) build a road to the northeast to the wheat-and-cattle site;
c) mine grasslands;
d) build a road for military purposes;
e) build a road for exploration purposes;

In which order would you like to see these things be done? I think it is crucial to work the tiles around our 2nd city. If this is on the red square, we might want to send our worker there, possibly building a road. However - the NE area also looks good and is much closer to our capital.

BigFurryMonster is offline BigFurryMonster
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Suffering from ads?

After some thought...

The poll clearly established that we'll want to build the 2nd city in the cattle valley (on the 'red square'), for diplomatic reasons. However, it will be quite far from our capital. The worker will have to go all the way there, and build some improvements that will not help much, since corruption will be strong. It will then have to travel back to the 3rd city.

Therefore, it might be best to send the worker to build a road to the 3rd city location - either the green or the (new!) blue square in the picture below. If it's the green one, it'll also (roughly) build towards the 2nd city, which has military advantages.

I'll post a poll for the location of the 3rd city, so that we might decide which way to build a road to.

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