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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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Regarding the last message we sent to Lux (to which they replied), shouldn't we have been more revealing and told them a little about our lands? Maybe not which luxuries we have, as these may turn out to be our bargaining chips, but a little about the geographical features perhaps.
IMHO, if we share information about ourselves with Lux, even information that is nearly useless to Lux, they will feel better about our relations.
Last edited by Shiber on 06-02-2003 at 01:46
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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quote: Originally posted by DeepO
Nathan, most likely you already did this, but if the governor would be off, but set to emphasize food (and not production), you won't need to reshuffle as automatically the fps will be selected for workers, and not the furs. It works very predictable, once you figure out how exactly it does... |
The reason I haven't wanted to tinker with the governor settings is that it is sometimes useful to have laborers appear on forests the turn they first show up before moving them to another tile. Production for a new laborer takes effect the turn the new laborer shows up, but food does not, so having a laborer show up on a high-production tile before being moved provides, in effect, free extra production. I don't have the patience for the level of micromanagement needed to take advantage of that fact in SP - at least not without making mistakes - but in a game like this one, it seems worth it, at least as long as our number of cities remains small. Compared with the overall time invested in each turn, it's no big deal.
Nathan
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:25
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quote: Originally posted by DeepO
That's the problem why I would like to tell them about disease: If they see us building 10 workers in a row, they might suspect more then if they think it's disease again...
DeepO |
While I agree that the others could learn things from our capitals fluctuating population, I doubt that many are paying attention.
After all, are WE paying attentionto the others? I have'nt seen any threads on a teams capital, and charting its growth up and down to guestimate at the number of cities and workers.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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asleep, I tried so far to keep an eye on the cities, and I've been thinking on analysing Vox growth very precisely (can be done on the score, so the rest of the teams should be able to be inspected as well.) I haven't come around to it yet, but I'm pretty sure it would be possible to have a status report on all teams, stating the number of cities, workers, and the sizes and thus growth rates of cities. If I find time this weekend, I'll get to it, as it might shed some insight in the overall situation...
If you go over the F11 screenshots, you see quite easily the trends, where RPG and ND are faster to grow, and Vox is only standard. If you see our graph, it changes much faster, which means it's easier to follow. In 3 turns time, we went from 6 to 2 in EotS, people will think on how this can be true, but without pop-rushing, or too much forest chopping there is no other explanation as disease. Okay, a lot of teams will pick this up, as certainly we have nothing to gain to drop so low in size, my only fear is that they will see the amount of workers we're building (withouth Vox 7 in a row), and decide they need to have loads of workers into their wondercities as well.
Okay, I'm playing devil's advocate here a little, but maybe we could get some sympathy out of telling our sorrows. I'm pretty sure it was the only reason why Lego told us they needed to pop-rush a warrior to deal with barbs.
DeepO
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