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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Democracy Game > Intersite DG: Apolyton Team > What to do in Tripoli?
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BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:29
Question  Old Post 20-06-2003 11:52
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What to do in Tripoli? Support Apolyton, buy Alpha Centauri

Right now as it stands, leading up to the war with CDG, we end up with 3 reg 30 shield units and some extra cleared terrain due to a worker thrown into the que.


If we change to Barracks now and NOT build a worker, let the pop grow and then switch to production when the pop is 6 or near 6, we can get 10+spt turn out of it.

Plus now, before the war with CDG, we' end up with 2 Vet 30 shield units and more commerce, becasue of no lost population.

We have two cities with graneries that can share a bonus food tile. We should only build settler's and workers out of those two cities with the occasional exception made to reduce the population of cities that have unhappiness potential.

This would also leave us with a very high production city about the time our GA hit. We could either build a Wonder or mass produce units, depending on how the war is going. I love the idea of being able to go for a Wonder. Sun Tzu's or The Sistine Chappel would be the ones I would favor.

I know ET would have to change his shedule around. I know that is is not a really fun task, but sometimes we have to be flexible. I think it is in our best interest to let Tripoli concentrate on getting it's population up and then turning it into a production powerhouse by working the iron and the hills, in combo with a river tile or two and a couple of grassland or bonus grassland tiles.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:29
  Old Post 20-06-2003 16:01
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Got spare money?

Jungle clearing is needed to get that (and the other cities) to a state that they can have a sufficient population to do these things.

Just to let you know, when that city gets to size 2, it will be able to have 5 sheilds output, BUT will have 2 sheilds wasted for a total output of 3 SPT. This is the same sheild ourput that it is producing now.

That city will be a good producer soon, but should not be making Barracks before now. When Vondrack was a consul, he's "specification" for a city that could support a barracks was 5 SPT output (after waste) Which Incensity will soon have. I agree with that.

All things when it is in there time, IMHO.

MoI E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:29
  Old Post 20-06-2003 16:05
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Support Apolyton, buy Civilization 2

Besides, If you want it to grow AND have a good production Cap, then build a granary there.

E_T

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:29
  Old Post 20-06-2003 16:21 Visit BigFurryMonster's homepage!
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If, at pop 2, we'll still have the same shield output as we do now, and if the next available tile, there is no point in letting it grow. A worker would be better then.

Is corruption really that bad?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:29
  Old Post 20-06-2003 21:22
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quote:
Originally posted by BigFurryMonster
If, at pop 2, we'll still have the same shield output as we do now, and if the next available tile, there is no point in letting it grow. A worker would be better then.

Agreed.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:29
  Old Post 21-06-2003 01:36 Visit joncnunn's homepage!
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OTOH, the pop needs to pass thru 2 to reach 3.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:29
  Old Post 21-06-2003 02:38
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Help yourself to an AD-FREE life

Yes, but by that time, we will have had some of the jungle around it cleared and it can have a higher food output to help that growth. But these things DO take some time to do...

E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:29
  Old Post 21-06-2003 02:52
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Support Apolyton, pre-order Civilization IV

quote:
Originally posted by BigFurryMonster

Is corruption really that bad?


My Spreadsheet calculations for Tripoli currently show 31% corruption/waste. I do think that it might be off by a point or 2, but not by much. I do know that it will allow 1 extra SPT output if it was at 29%, BUT that will go back up again when the Temp city is built.

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:29
  Old Post 21-06-2003 03:33
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Also ET, Tripoli can use the alrady cleared tile near Banana to aid in growth. Tripoli needs to grow to size 6 to become a producer. I understand that it produces little when at a low pop, so I'm reccomemding that we let Tripoli work +2 food tiles in order to increse it's growth rate whenever possible.

At any rate, pushing a worker out of Tripoli slows the growth potential a lot.

My results from looking at a SIM with a total of 10 cities in our Civ.

Tripoli's performance number's

1 spt - no waste = 1 spt
2 spt - 1 waste = 1 spt
3 spt - 1 waste = 2 spt
4 spt - 2 waste = 2 spt
5 spt - 2 waste = 3 spt
6 spt - 3 waste = 3 spt
7 spt - 3 waste = 4 spt
8 spt - 3 waste = 5 spt
9 spt - 4 waste = 5 spt
10spt- 4 waste = 6 spt

10 commerce - 4 corruption = 6 gpt

So Tripoli, with 10 Cities, in Despotism, has a corruption/waste rate of 40%.

In Republic, I think it drops to ~25-30%.

1 spt - no waste = 1 spt
2 spt - 1 waste = 1 spt
3 spt - 1 waste = 2 spt
4 spt - 1 waste = 3 spt
5 spt - 2 waste = 3 spt
6 spt - 2 waste = 4 spt
7 spt - 2 waste = 5 spt
8 spt - 3 waste = 5 spt
9 spt - 3 waste = 6 spt
10 spt- 4 waste = 6 spt
11 spt- 4 waste = 7 spt
12 spt- 4 waste = 8 spt
13 spt- 4 waste = 9 spt
14 spt- 4 waste =10 spt

18 commerce - 6 corruption = 12 gpt

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:29
  Old Post 29-06-2003 07:12
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quote:
Originally posted by BigFree
Also ET, Tripoli can use the alrady cleared tile near Banana to aid in growth. Tripoli needs to grow to size 6 to become a producer. I understand that it produces little when at a low pop, so I'm reccomemding that we let Tripoli work +2 food tiles in order to increse it's growth rate whenever possible.

At any rate, pushing a worker out of Tripoli slows the growth potential a lot.

My results from looking at a SIM with a total of 10 cities in our Civ.

Tripoli's performance number's

1 spt - no waste = 1 spt
2 spt - 1 waste = 1 spt
3 spt - 1 waste = 2 spt
4 spt - 2 waste = 2 spt
5 spt - 2 waste = 3 spt
6 spt - 3 waste = 3 spt
7 spt - 3 waste = 4 spt
8 spt - 3 waste = 5 spt
9 spt - 4 waste = 5 spt
10spt- 4 waste = 6 spt

10 commerce - 4 corruption = 6 gpt

So Tripoli, with 10 Cities, in Despotism, has a corruption/waste rate of 40%.


Actually, that comes out to 42%

quote:

In Republic, I think it drops to ~25-30%.

1 spt - no waste = 1 spt
2 spt - 1 waste = 1 spt
3 spt - 1 waste = 2 spt
4 spt - 1 waste = 3 spt
5 spt - 2 waste = 3 spt
6 spt - 2 waste = 4 spt
7 spt - 2 waste = 5 spt
8 spt - 3 waste = 5 spt
9 spt - 3 waste = 6 spt
10 spt- 4 waste = 6 spt
11 spt- 4 waste = 7 spt
12 spt- 4 waste = 8 spt
13 spt- 4 waste = 9 spt
14 spt- 4 waste =10 spt

18 commerce - 6 corruption = 12 gpt


And this is 32%, but that is also with those 10 cities. Granted, some of those cities will not be closer (and thereby effecting the MOpt), but it's still sigificant, when you think about producing a Wonder at this point in time.

MoI E_T

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