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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:29
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own workers work quicker than captured ones... just fortify them ad wait for railroad, as I do it
without early contact the AI usually outtechs me, why is it they suck so much in your game?
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inca911
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St. Paul, MN
Jan 2000 time: 05:29
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With a glut of foreign workers, there is no need to pay to keep any of your native workers. Yes, your workers are twice as efficient as foreign labor but with such an surplus you really don't need the speed of your native workers.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by vmxa1
pang, he does not have Steam yet, so I doubt he can make airfields and watch towers.
Selling to others is an option, but I am not fond of letting them have workers as that may help them and depending on the level, they may not have money.
He said all cities were at size 12 already (probably not strickly correct).
Those are things to consider though. The bottom line to me is they do not cost me anything. |
hi ,
he can find new cities , and as for the rest , he can stack them till he needs them , ..... you dont need steam for watch towers , ......
and other use ; plant forests on plains and tundra , ..... and all other places where you like it , you need loads of workers for that , .....
have a great day
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:29
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Hold them for RR, but don't fortify them in a city (unless they're in danger, of course). Go ahead and get four slaves (if you're in Dem) positioned on each square of your initial RR line, as far as you can make it stretch. Boom, one turn RR line connecting every city (assuming you have enough). If you aren't desperate for gold, I'd hold onto a dozen of those wonderful native industrious workers, if not all 15, and line them up around Istanbul, two per square, for RR purposes.
Also, go through and check all your size 12 cities, then minimize excess food by mining, thereby maximizing production before you get Sanitation and will want to re-irrigate some of those tiles. Once you start building RR's, do this again to account for RR in irrigated squares, and (IMO) beeline for Rep Parts, effectively doubling your workforce when you get it. Only after RP and San would I look at getting rid of my native workers, and then I'd give an instant boost to my powerhouse cities (as some wise poster said, more pop = more of everything). It may also be feasible to go ahead and disband those workers, then spend 15 turns production right before getting SP to build them back (obviously from your size 12 cities with full foodboxes). You'll end up with the same number of workers when you need them, but will save the maintenance costs until then.
Depending on your empire size, I wouldn't get too worked up about grabbing more jungle to clear, unless you're afraid of getting shut out on coal or rubber.
Panag brings up something that slipped my mind, too. Go ahead and forest all your tundra tiles, and every plain and grassland tile that isn't in a city radius (never too early to get a jump on global warming, if we ever did determine that trees help slow GW ).
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by Solomwi
Hold them for RR, but don't fortify them in a city (unless they're in danger, of course). Go ahead and get four slaves (if you're in Dem) positioned on each square of your initial RR line, as far as you can make it stretch. Boom, one turn RR line connecting every city (assuming you have enough). If you aren't desperate for gold, I'd hold onto a dozen of those wonderful native industrious workers, if not all 15, and line them up around Istanbul, two per square, for RR purposes.
Also, go through and check all your size 12 cities, then minimize excess food by mining, thereby maximizing production before you get Sanitation and will want to re-irrigate some of those tiles. Once you start building RR's, do this again to account for RR in irrigated squares, and (IMO) beeline for Rep Parts, effectively doubling your workforce when you get it. Only after RP and San would I look at getting rid of my native workers, and then I'd give an instant boost to my powerhouse cities (as some wise poster said, more pop = more of everything). It may also be feasible to go ahead and disband those workers, then spend 15 turns production right before getting SP to build them back (obviously from your size 12 cities with full foodboxes). You'll end up with the same number of workers when you need them, but will save the maintenance costs until then.
Depending on your empire size, I wouldn't get too worked up about grabbing more jungle to clear, unless you're afraid of getting shut out on coal or rubber.
Panag brings up something that slipped my mind, too. Go ahead and forest all your tundra tiles, and every plain and grassland tile that isn't in a city radius (never too early to get a jump on global warming, if we ever did determine that trees help slow GW ). |
hi ,
planting forest does slow down global warming , ........
plains that have a forest on them cant change to desert at ones , the terrain shall change due to GBW in plains again , you see a small message , you can go back and plant it again , ......
not to mention that a forest slows down enemy movements , ......
have a nice day
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by vmxa1
Not sure why I should presume that when they say they have all work done that they did not include forresting tunda tiles.
Anyway Radar Towers require Radio, Airfileds require FLight.
RR require Steam, and he says he is working on Demo and Physics. Not even in the correct age.
Radio is not in sight, maybe Steam is not far away, hard to say.
Does not matter to me, if I have scores of workers 50-100 (he says trillions), I do not need 15 natives doing nothing for quite some time. I may as well save the cash.
When RR get researched, I will have plenty of workers to get the RR in place in a reasonable amount of time.
That is all I am saying. Keep them if you like, but there is no good reason to do so under the circumstances given. |
hi ,
a captured worker costs you nothing , .....
thats why they work so slow , ...
and thats why you can leave them standing on the side to build whatever you want with them , ......
and you can build outposts with them right after masonry , .....
have a nice day
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:29
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You're right, mathematically. The only reason I keep natives around is I'm addicted to the indutrious worker, especially under Demo and with RP. And even then, in his situation, assuming all forestry work is done, I'd disband (or add to smaller cities where possible) those 15, then build them back right before SP in most cases. There are times, however, that those 15 or so turns of production later on are something I'd rather not give up, and when SP gets researched, I'm going to want every possible worker I can put on the railroad, including as many natives as I can put in the field.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:29
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As I said, yes, mathematically he's right. Hence my disclaimer originally of if he's not hurting for gold. I'm just hooked on clicking once and seeing that railroad go down immediately, or mine, irrigation, etc. If I'm in this guy's situation and have 15 gpt to spare, I'm keeping my native workers. If I need it for a lux, one more increment of science spending, or anything else, they're the first ones on the chopping block.
quote: If you have scores of slaves, you do not need to pay upkeep for natives while you wait for SP. |
As I said, the only case for this is if I don't want to spend the time to rebuild them right before SP.
quote: You do not need the RR up in one turn. |
Case by case here. I've had games where I'm right in the midst of war, and could have really used that newly produced Inf in a border city the next turn, rather than 2 or 3 turns down the road because of an incomplete RR line. I've never run across it, but could also see a case where getting the production boost to shave, say, Bach's from 2 turns to 1 gets you to it just before the AI. Once the cities are connected and powerhouses are railed, my natives go away again, leaving the slaves to finish the web at no cost. But for the real "necessary" phase of the railroad, I've never had enough slaves to do it in one turn, so I make sure I have as many natives as I can field with them until it's done. Consider railroads as a city improvement, as far as cost, and it's no different than rushing that temple, factory, etc. You may not need it this turn, but it furthers your empire to go ahead and get it this turn if, and this is key, you can afford it.
If the 15 gpt is keeping you from getting a lux, it would be asinine to keep the workers around. Perhaps it would help with the "every worker I can get" part to add that I always play huge maps, usually with 8 civs, so I always have a lot of territory to RR, as you saw in the .sav on the other forum (problem solved and thanks for all the help, btw).
Along another line, I used to use captured workers for colonies, airfields, etc. (though like you, I never build outposts, and really never build radar towers, either) until I slapped my forehead and realized that it was better to use the renewable native workers for that.
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Capt Dizle
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If you are going to be at war during the pre-tank days using massed artillery, infantry for cover and cav for storming reduced cities, captured workers come in handy. The preferred method for running such a campaign is to place towns one tile into enemy land in such a place as to be able to bombard two enemy cities. This takes lots of settlers. Since those "staging" towns are size one, you can add a couple of captured workers to the town and then rush a settler which then can be used for the next hop. Captured workers are useful for building the railroad connections you need for this type of campaign.
Captured workers can be used to eliminate "fog of war" tiles in areas you don't care to use for towns. Barb encampments won't pop up outside the fog.
You can line your shores with workers and eliminate the possibility of the AI invading. Also, AI naval bombardment won't destroy terrain improvements if you have workers on the tiles.
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