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Turrosh Mak
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Theseus: I hate to argue with you, but the individual city display only lists one number above the icons of red and blue shields, the total shield production for the city. When I hit F1 and scroll down to the city, I get a column with 2 numbers, wasted/useable shields.
The information on the F1 page should be indicated on the city display. I should not have to hunt on another screen for information that important. I should be able to tell at a glance whether putting a mined square or an unmined square in production has any overall effect the instant I make the change. I shouldn't have to hit F1 and scroll down or huddle near my screen and count shields manually.
TheArsenal - oops, I think you misunderstood. I didn't mean sort by shield production. I meant sort by what is being made. I would like to see if I've got 10 cities or 12 producing MA at a glance.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:30
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I think it's just the word "Producing" or maybe "Production", but you're absolutely right that you can do it. I've found this, in conjunction with sorting by shield output, to be a very handy management tool.
TM, just about the only benefit I've found from the Happy/Content column is being able to tell which of my cities are about to go into disorder, or fall out of WLTKD, when counting faces becomes cumbersome. Aside from that, it lets you sort cities by happiness, which can be helpful in the later game.
I'm with Panag on canals. That's really the only worker action I can think of to add (base cost same as clearing jungle, maybe maximum of two tiles long). The AI doesn't think to build "canal cities", and my current game is a classic example. Of course, the AI probably also wouldn't consider building canals a high priority, so it would be just one more thing tilting the game toward the player.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:30
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quote: Originally posted by Solomwi
I think it's just the word "Producing" or maybe "Production", but you're absolutely right that you can do it. I've found this, in conjunction with sorting by shield output, to be a very handy management tool.
TM, just about the only benefit I've found from the Happy/Content column is being able to tell which of my cities are about to go into disorder, or fall out of WLTKD, when counting faces becomes cumbersome. Aside from that, it lets you sort cities by happiness, which can be helpful in the later game.
I'm with Panag on canals. That's really the only worker action I can think of to add (base cost same as clearing jungle, maybe maximum of two tiles long). The AI doesn't think to build "canal cities", and my current game is a classic example. Of course, the AI probably also wouldn't consider building canals a high priority, so it would be just one more thing tilting the game toward the player. |
hi ,
the canals as a worker action would not get preference over a small wonder that allows a canal with a max length of lets say 4 or 5 tiles , ........
have a nice day 
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Uber Warrior
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Something interesting to think about.....Canals are very Important to modern life and Industrialized Countries, why cant we build them in Civ? "The Panama Canal" "The St. Lawrence Seaway."
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