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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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To be edited by the leaders of the Scholia.
Status:
- 221 gold, +131gpt (+/- depending on tiles worked)
Check this and every turn to see if we lost some war unweariness due to the killing of troops within cultural borders and therefore must readjust the lux slider.
Urgent questions:
Do we want to switch Tempest to an aqueduct in the production phase this turn?
Military:
- Pound Vox with cats and then attack.
Economy:
Production Phase:
- Rush a temple in Sandstorm.
- Rush a temple in Monsoon, or plan on using the gold to short rush an aqueduct in Tempest?
Rest of the turn is TBD.
Diplomacy:
- Need to respond to ND.
- Discuss deal with Lego: Feudalism + some gold for Theology (in order to get more value out of Feudalism). Were they notified of our intensions yet?
Thread library:
- Standing orders for workers (Orders last revised April 5.)
Last edited by nbarclay on 24-05-2003 at 15:16
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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As sometimes happens when I try to go to sleep, my mind started racing. I've noticed that both food and shields are affected by production-phase changes (as should be expected now that I think of it; otherwise, it would open an exploit). If we shift an Arashi laborer to flood plains, we can get Arashi back on a path toward growing and, at the same time, get back a couple of the shields Vox's kicking our laborers off the hills is costing us (thereby reducing the gold cost if we rush an Aqueduct by eight). I'm inclined to do that if we want to go ahead with the aqueduct switch this turn.
Zeit, there's one big problem with sending out an end-of-turn save: PTW has a bug where when you load it, you'd get an extra turn's gold, food, and shields. So what you would get loading the turn would not be an accurate representation of the food and production situation. Do you still want an end-of-turn save given that limitation?
Now to take another shot at getting some sleep. 
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Aeson
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orangesoda
Nov 2001 time: 22:28
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quote: As sometimes happens when I try to go to sleep, my mind started racing. I've noticed that both food and shields are affected by production-phase changes (as should be expected now that I think of it; otherwise, it would open an exploit). If we shift an Arashi laborer to flood plains, we can get Arashi back on a path toward growing and, at the same time, get back a couple of the shields Vox's kicking our laborers off the hills is costing us (thereby reducing the gold cost if we rush an Aqueduct by eight). I'm inclined to do that if we want to go ahead with the aqueduct switch this turn. |
Remember that commerce and food are already counted by the time we get to the production phase. I think this becomes an exploit if we switch the tiles and end up with less commerce/food from the new tiles (in favor of more production) than we already got this turn. In effect that would be like using 'supertiles' that had the maximum food, commerce, and production of any tile in the city radius. With floodplains and hills, that can mean 'tiles' that give 4 food, 5? shields, and 4 gold a turn.
If we keep the commerce/food even, then it's micromanaging and perfectly acceptable IMO. I'm not sure how it would be viewed if we balance commerce and food out between two cities, but I don't think that would be acceptable either. Each city needs to be working tiles that would have covered the commerce and food they received this turn.
I'm somewhat glad they didn't move 8 and steal EotS' mine, which would have thrown off our 1 turn unit builds.
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I'm all for the Aquaduct, especially if we turn Cyclone back onto 1 turn Workers to get it up to max size quickly. Tempest has the terrain improvements now to be up to 30 shields per turn at size 12. We skip a couple units to build the Aquaduct, but getting them out faster afterwards should mean we have more units overall in 10 turns than we would by keeping to straight units. The added commerce from more laborers will be paying back the rush cost as well (~15gpt?).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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Aeson, food is NOT counted prior to the production phase. During the production phase, each city, in turn, gets its food and then its production. That threw me when I first noticed it, but it makes sense precisely to prevent a "change tiles to get more production while still maximizing food" exploit. In terms of commerce, the tile changes I'm making would have given us at least as much commerce as we actually got, probably more, so I think we're okay there. Certainly, we're not engaging in a deliberate exploit in that regard.
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