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Is This Building Plan About Right?
This poll is closed. |
| More Science! |
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0 |
0% |
| More Gold! |
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0 |
0% |
| More Trade |
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3 |
42.86% |
| More Happiness! |
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2 |
28.57% |
| More Everything! |
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2 |
28.57% |
| I can't read this, I have a Banana in my Eye! |
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0 |
0% |
| Total: |
7 voters |
100% |
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SCG
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of less than all that I see
Jun 2000 time: 00:25
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quote: Originally posted by cavebear
If you have details on what tax rate settings would work for a binge of WLTPD and keep our tech and gold at acceptable levels, I'm open to the idea. I think it might be difficult to do, but I'm not the expert in city celebration and the benefits can be high.
We'd need specifics, though, at this point in the game. There are a lot of competing needs.
Open-minded, but cautious... |
We can celebrate all even sized cities at our current luxuries with between 0-2 elvi except for Cordoba (ships at sea, already full food box), Hydeyville (built on forest), and Kazan (has more pressing needs)
A couple cities would need extra actions Malaga (rush marketplace), Pamplona (rehome engineers), Darkness Fort (Rush harbor or marketplace) to celebrate and Seville would need to avoid growing (has 4 food surplus, 2 food from full, and can't have a full food box on the round it grows by celebration)
Thats 10 cities that could grow in 2 rounds by celebrating, and a couple of those would grow again by food in a couple more rounds, where they can celebrate again. 
One other note, even though Avila would need 2 specialists, only one needs to be an entertainer 

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SCG
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of less than all that I see
Jun 2000 time: 00:25
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Ok, i miscounted, there are 11 that can celebrate 
Here's your hard numbers cavebear increases in luxuries required NONE 
Seville: Remove the worker on the non-shield grassland
shady trees: move one forest to ocean, remove other 2 forest workers
Saragossa: move worker from mines to roaded plains
Cadiz: remove worker from mines, move worker from non-shielded grassland to ocean
Malaga: remove forest worker, move worker from irrigated grassland to ocean (to save food), rush marketplace
Pamplona: rush harbor or rehome engineers (possibly cordoba?), remove both mine workers
Vigo: already celebrating, aquaduct to be finished this turn
Avila: remove worker from forest, remove worker from ocean, convert entertainer to taxman or scientist
Leon: move worker from mines to ocean
Whale Island: remove worker from forest
Darkness Fort: move worker from forest to ocean, remove other forest worker, rush harbor or marketplace
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SCG
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of less than all that I see
Jun 2000 time: 00:25
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quote: Originally posted by cavebear
Is the "even-sized cities" thing a coincidence, or does that matter in general? |
Any luxuries over 2x population size is wasted. And you need to have at least 50% of the pop of a city happy and no unhappy to celebrate. because it requires 2 luxuries to convert a citizen to the next level of unhappiness, and on diety with many cities, the first citizen starts unhappy, the most we can convert to happy is 1/2. If the city is odd size, all we can do is convert the median citizen to content, not happy - (ie for size 7 - 3 happy, 1 content). With a courthouse, HG or CfC, we can make additional people happy. There are a couple of bugs dealing with the very unhappy people that allow for odd sized cities to celebrate (first 2 luxuries will convert the black head to happy), but not sure on the situations that cause that

you might want to read this thread for a little more info on happiness. The example pictures are no longer there from the original poster, but should be informative 
Last edited by SCG on 05-02-2003 at 08:22
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