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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I agree with NYE as well. Who is going to ask about it on the main page?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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Would it be bad to post it after Vox has sent their turn, or would that be too obvious?
Was this mentioned someplace else, the strat forum or main forum or help? Would others know of this? Has Soren or anyone commented on it?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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Title: An exploit? Allowed or disallowed?
quote: One recently discovered quirk of Civilization 3 is that if you use the "road to" mechanism instead of roading normally, and then wait through your units' turns, your workers will finish the road during the turn (when it's their turn to move) instead of waiting until the end. This can, as best I understand it, be used for two purposes. (1) It can allow units to move on a newly constructed road earlier than they could otherwise. (2) It can avoid wasting worker turns when the number of worker turns needed to finish a road is not an even multiple of the number of workers assigned to build it (since the early completion eliminates the need for the last worker to spend time on the job). The drawback is that after a worker finishes the road, unless the worker can be caught and redirected first, it will move to the tile it was told to road to.
Gathering Storm is considering using this technique, but we do not want to do so if other teams have objections, and we certainly would not consider it fair if we use it while other teams may not even know about the possibility. Also, we want to avoid the possibility that some of the other teams might know about and use this technique while others do not.
Nathan |
Edit: changed a "do" to a "may".
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I honestly don't consider this to be an exploit, and thought that everyone knew of it. BUt I suppose it should be posted, just prepare for laughs.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I will leave the debate over this to the main forum.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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quote: Originally posted by nbarclay
I can rework the post to reflect a GS preference |
Just to let you know, I will probably argue against you on the main forum.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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quote: Originally posted by nbarclay
The big outanding issue is that I'd like to get a settler started in Cyclone with an eye toward either Inchon or Grog's Shadow. If we don't get started now and Vox's attack disintigrates, we could easily find ourselves needing a settler before we have one if we wait. |
I would rather build a unit. We have enough gold that we can rush a settler someplace when the need arises.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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Vox is getting enough gold in conventional income to upgrade about one warrior per turn. I would expect them to want to have at least five warriors for future upgrade, maybe more, before they reconnect The Voice. Alternatively, they could leave only The Voice disconnected and keep it building one-turn warriors for upgrade while everyone else builds other units.
Also, unless Vox has a truly massive foreign income, they are highly unlikely to be working on a force of pure immortals. To whatever extent they're building spearmen, that cuts into their ability to get ahead on warrior production as a prerequisite for reconnecting their iron. So I'm not ready to assume that Vox has a massive foreign income for upgrading immortals just because they haven't reconnected their iron to their capital.
Our most flexible option would be to stockpile a few hundred gold as an emergency fund. Then if Vox shows up with a major unexpected strike force, we can rush a bunch of units in our small, outlying towns, while if they don't, we can use the gold for something else once we're sure the military situation is under control.
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