Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Gathering Storm > Adam Smith's College
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (7): [ <<   3   4   5   6   7   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 11-04-2004 04:12
Edit/Delete Message Reply w/Quote
#151 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

So we could start building units around T205-ish as the first factories come online. Rifles to start with, hoping to upgrade to Inf, then Inf & Arty before the Tanks?

All resource-dependent, of course. Should Bombers play a part?

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 11-04-2004 04:27
Edit/Delete Message Reply w/Quote
#152 Report this post to a moderator
Get a bigger avatar today!

Bombers are only extras, as far as I can see they make up part of our second wave.

Things to build:
~205: rifles
~210: infs and arty. Also caravels
~215: destroyers
~225: marines and tanks (prebuilded)
~235: upgrade everything needed, and attack.

the first few stages, we're going to need to finish other stuff as well, like the few hospitals we need, markets and harbors, and in WoC every happiness building we can dream off. From ~220 onwards, everything is on military production, and we switch to mobilisation. That should give us over 700 spt, or 7 tanks a turn. my guess is we need a minimum of 150 units to even start to think about attacking Lego...

DeepO

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 11-04-2004 07:33
Edit/Delete Message Reply w/Quote
#153 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

You guys are doing a heck of a job and I love the organization.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 13-04-2004 22:26
Edit/Delete Message Reply w/Quote
#154 Report this post to a moderator
Suffering from ads?

some calculation on what one extra lux would bring us, and how much we would be willing to pay for it.

lux provides happy faces (and not content), and if there are no content citizens one happy face will change one unhappy to a happy one, right? If so, the following cities will have an effect by 1 more Lux:

- EotS: WLTKD. Effect minimal, I doubt we will lose the 1 shield waste. Perhaps corruption goes down from 2 to 1 cpt.
- WoC: can grow to size 12, instead of 11. Net effect is that Iron works will arrive one turn faster (at the expense of eta of market in Inchoff), and an extra cpt is created after corruption
- Typhoon can grow to size 12. But its currently at size 10, and before a harbor completes, there is little point in doing so.
- Sufa can grow to size 12, is currently at size 10.
- SA gets into WLTKD, but as fast as it grows, that will end. waste is moderate, perhaps we'll lose 1 spt waste, 2 cpt corruption.
- Inchon gets into WLTKD. 1 spt, 3 cpt gain?
- WW gets into WLTKD. 1 cpt gain?

That's about it. Of course, it won't take long before our whole territory is RRed, and we can pump all city sizes up again, so the effect is greater than what is seen here, but as a positive guess, I come to ~10 cpt, and ~4 spt. That's not much... in total maybe worth 20 gpt to us, so 10 gpt for the lux seems more then enough.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 13-04-2004 22:28
Edit/Delete Message Reply w/Quote
#155 Report this post to a moderator
Support Apolyton

Don't get me wrong, I still would like to see us going for the lux, as it would make us less dependent on Lego... if they cancel the lux deal, one third of our cities would go in disorder. It's just that it's not worth that much to us.

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 14-04-2004 13:52
Edit/Delete Message Reply w/Quote
#156 Report this post to a moderator
Lose 30 kilos (of popups)

10gpt sounds better than 20gpt for a lux.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 20-04-2004 02:48
Edit/Delete Message Reply w/Quote
#157 Report this post to a moderator
Increase Your PM Length

economical plan for our cities

This is going to take a while to get right. I would prefer it if other people could also take a look at these numbers to see mistakes / improvements, as I'm sure this can be tweaked a lot better than this first idea.

The current turn is 200.... first a timeline of techs:
201: Corp.
203: RP (GoW) Can ultimately wait until 217 to be given to us(and we might need to delay it for the shields. Assumed is immediate handover to us)
207: Steel and refining (refining from GoW, possibily one turn later)
213: Combustion. GoW needs to be on gold in the mean time, and we'll have to sell it this to them to keep a decent time-line.
218: Mass production (either us or GoW, whoever has the best science at that time. Could very well be them.)
222: marines (GoW)
223: tanks (us)
flight can be done by whoever is not doing Mass production, but I'm not sure we'll need it at that time. It can't slow down our progress, though, we'll have plenty of time to do it while building tanks.

At most, count 2 turns delay because of the need to trade techs.

estimate of needed forces
initial force:
30 marines
20 arts (or half of these in bombers)
30 tanks
20 infs
2 settlers and a couple of workers
13 transports to carry these (without chaining)
20 destroyers for protection, picket obliteration, and bombardment. Battleships optional, but not needed (only in case a BS takes as long to build as a destroyer)

immediate reinforcements (at most 2 turns later then initial force):
20 arts or bombers
10 fighters if Lego has bombers
50 tanks
20 infs
couple of settlers and workers
13 transports to carry this
5 destroyers for protection

later reinforcements: whatever we can build and transport. maybe we need more tanks to be sure reinforcements will come quickly. If we can't chain, we'll need enough transports, and should consider ours expandable.

Oh, and this is just a guess... if we can't pull it of with these numbers, we better don't even try.

build costs
rifle: 80
marine: 100
tank: 100
inf: 90
art: 80
galleon: 60
transport: 100
destroyer: 120

specific city timelines
EotS
206: Hoover (will increase spt by 50% for all cities, virtually in 205 as EotS is the first city in the queue)
212: factory (68 spt, ~90 spt in mobilization)
- with a hospital and some losses from either Hurricane or Bolderberg, it can become a 100 spt city. Otherwise it would have to lower pop to 8-9 in order to get a 50 spt, something we can also work with. A hospital will not be needed before turn 222 if we go in mobilization fast, rifles can fill the gap.
215: hospital. add workers. In case we lack rubber, we can do this later
222: 7 infs
from then on 1-turn tanks or marines

Arashi
205: Factory. (60 spt, 82 spt in mobilization)
1 turn rifles or arts without hospital. Otherwise needs to lower pop. Tempest holds the same problem, and has a science wonder, I think it will be best to lower Arashi to 50 spt in mobilization.
222: either 17 rifles / arts, or more likely half of those infs.
From then on, 2-turn tanks.

Tempest
202: factory (45 spt when all hills are used)
206: hospital. Also Hoover, meaning 100 spt in mobilization.
222: 16 infs.
from then on, 1-turn tanks / marines.

D-ville
202: factory (36 spt)
cathedral would lower corruption as it will bring D-ville in WLTKD. Harbor will gain shields as well.
204: with a bit of shortrushing, harbor
207: cathedral (~60 spt, can give some shields to SA to get to 50 spt. mobilization will get it to ~80 spt, but ship builds aren't affected, and we need ships.)
213: 6 galleons
223: 5 transports or destroyers (more will not reach our other coast in time). Choice depends on need for shields for SA.
from then on, 2-turn tanks.

WoC
207: Iron Works (38 spt)
213: factory (if possible to short rush) (57 spt)
215: market
218: cathedral (WLTKD. 75 spt, ~100 spt in mobilization (depends on exact levels of waste in WLTKD).
Note that in mobilization we can't start either a market or a cathedral, and seeing we'll need it soon for other cities, we'll probably have to start these before the factory, or buy those improvements before starting on a factory. Also note that we have plenty of workers to chop some forest we need to plant first, this can help here.
222: 4 infs, 4 arts, or 2 destroyers.
from then on, 1-turn tanks.

The rest is coming, but my eyes grow tired of having to scroll this info all the time.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 20-04-2004 02:48
Edit/Delete Message Reply w/Quote
#158 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Bolderberg
205: factory (26 spt, 34 spt Hoover, 50 spt in mob)
BB could be helped with a hospital, as it has 4 more sea tiles nobody else can use, and a bank present (no uni).
Otherwise, it can produce galleons. focus is on units, so let's do that first.
213: 4 galleons (without mob)
222: 3 transports, or 2 destroyers (221)
after that, 2-turn tanks, 3-turn transports or 4-turn destroyers

Hurricane
203: factory (possibly 30 spt, more likely 27 spt)
206: Hoover gets it to 40 spt, or 34 spt (last one probably). 50 spt in mob
[edit:]207: Hospital as per CH's suggestion. [/edit]
213: [edit;]3[/edit] galleons (no mob)
222: 3 transports or 3 destroyers.
after that, 2-turn tanks.

Blizzard
206: factory (34 spt, >50 spt in Mob)
209: market
(cathedral will get it in WLTKD, leading to ~38 spt, ~60 in mob)
213: 2 galleon
222: 3 transports, or 2 destroyers (with the cath, it will be near 3-turn destroyers instead of 4-turn. cath costs 3 turns to build, making it worthwile if things work out all right)
after that, 2-turn tanks

Typhoon
208: factory (30 spt, 42 spt in mob) (should give some shields back to Sufa for better growth)
211: harbor
214: market
222: 2 destroyers
after that, 3-turn tanks

Alternatively, Typhoon is used for growth. can grow to size 17 with hospital (5-6 turns). We need some space for our extra workers... but should need a uni in here as well

WW
211: factory (24 spt, maybe 25. 33 spt in mob)
215: aquaduct
market?
225: 2 destroyers
after that, 3-turns tanks

Monsoon
>217: factory (28 spt. ~36 spt in mob)
3-turn infs

Tornado
203: factory (16spt)
206: Hoover gives 22 spt, or ~33 spt in mob. Can take some from Sufa if we want.
213: 3 galleons
221: 2 transport (or with some rushing 2 destroyers)
from then on, 3-turn tanks

Santa Ana
<215: factory (~25 spt, ~33 spt in mob. Maybe more because D-ville can shrink)
219: market (if not in mob!)
222: 1 inf.
from then on, 3-turn tanks

OG
<216: factory (~25 spt, ~33 spt in mob)
222: 2 destroyers
from then on, 3-turn tanks

Sufa
I'm thinking on stopping the factory build in Sufa. still 22 turns left, after which it will produce 14 spt, 20 spt in mob. If those shields don't go to either Typhoon or Tornado...
a market instead could also help.
anyway:
222: factory (14 spt, 20 in mob)
5-turn tanks

last cities (Elipolis, Inchon, Inchoff) won't build factories, and will focus on the cheapest defenders (a ratio of 15 - to 20 turns per unit). Eli might change into a factory after its harbor (needs 30 turns to complete it, but can have 20 spt in mob), the rest is no use.
Cyclone will stay on 1-turn workers,
SS is a better place to build settlers, or once we don't need those anymore, can become a reasonable second-tier city.

totals
before turn 220, this calculation leads to the following in numbers:

rifles: 17, if discovered late, and with 8 less infs
infs or arts): 7+8+16+2+1 = 34
tanks (or marines, costs the same): 0 (huh)
galleons: 6+4+5+2+3 = 20 (add 3 we have already)
transports: 3
destroyers: 5+2+3+2+2+2+2+2 = 20

After that, we have on average 7.35 tanks per turn, and .33 infs per turn.

Last thing to keep in mind: our workers can, once all mountains and hills have been RRed, forest-deforest all tiles, for some 800 shields extra. These are an additional 8 tanks in our calculations.

conclusion
So, as a first guess, we will need until turn 222 to get our transports, and destroyers in place. We should need a bit more for our defenders, but this might come from upgrading (we have plenty of units around, just not the cash to do decent things with it). for the 80 tanks and 30 marines, we'll need 15 turns after discovery of mot. transp. (part of this when invasion is under way)

That puts our embarkment date somewhere around 234, invasion date at 239. Any later will see us getting more troops, but means we'll probably be facing tanks, bombers, or fighters (scouting) of our own.

Oh, any extra's would be welcome, e.g. a carrier filled with fighters on air-superiority if Lego has bombers (probably).

DeepO

Last edited by DeepO on 01-05-2004 at 14:29

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 20-04-2004 12:59
Edit/Delete Message Reply w/Quote
#159 Report this post to a moderator
Put an end to popups!

[edit: this post seems out of place now that the previous one has been filled, so don't mind this ]

damn. I lost my internet connection yesterday night at home, and it hasn't been solved yet (at least half an hour ago it wasn't). I've got a few more cities ready... I'll try to get the rest tonight, and I hope I'll be able to connect, and submit those as well.

Very roughly, we're looking at 37-40 or so turns before invasion if we want to keep our own territory reasonably safe. (that's 32-35 turns before our first boats start sailing)

DeepO

Last edited by DeepO on 21-04-2004 at 02:37

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 21-04-2004 02:38
Edit/Delete Message Reply w/Quote
#160 Report this post to a moderator
Increase Your PM Length

oh, and any comments more then welcome, it took me so long to make this that I'm sure I made at least a coupld of serious mistakes...

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 21-04-2004 03:33
Edit/Delete Message Reply w/Quote
#161 Report this post to a moderator
Support Apolyton

Come to think on it, we probably need a couple of turns more... for two reasons: more defenders on our land (just in case), and picket ships protecting our shores. This would also put us behind Lego on some techs, so we can maximally gain cash.

If we trust ND, there is no real need, however, and we could risk it. The effect would certainly be bigger if we can get to Lego while they only have rifles and infs protecting their shores
DeepO

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 21-04-2004 04:57
Edit/Delete Message Reply w/Quote
#162 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Great planning, DeepO!!

A questions and a thought:

* So, mobilization at the end of 215?

* An extra empty Transport or two might be useful for the first wave, just in case.

*

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 21-04-2004 05:13
Edit/Delete Message Reply w/Quote
#163 Report this post to a moderator
Tired of ads?

Yeah, mob in 215 seems near ideal. I'll have to check it, but I think that in the cities where we need other buildings after that time, we can do some forest chopping to speed things up a little. Maybe mob in 214 can work too...

extra tranports: very true... however somehow I don't see us getting these specific numbers and turns anyway. It could very well be that we have a bit less of tanks, for instance. Some of these transports could be empty. Also, incase we can chain, we won't need that many...

Also, in case Lego has flight, and thus can scout where our transports are (they will be warned we're coming when we destroy their pickets), we should probably include more marines in our first wave, at the expense of tanks. But they cost the same, and come at the same time, so economically it's no difference. I'll leave the precise layout of our army to our generals

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 21-04-2004 05:16
Edit/Delete Message Reply w/Quote
#164 Report this post to a moderator
Support Apolyton

Oh, in our non-factory cities, we could build explorers... these are extremely fun to harrass others with

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 27-04-2004 01:12
Edit/Delete Message Reply w/Quote
#165 Report this post to a moderator
Support Apolyton buy from Amazon

A hospital in Hurricane would help max out the science wonder and Colossus (pre-flight).

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 27-04-2004 01:18
Edit/Delete Message Reply w/Quote
#166 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I know, it's a sacrifice. With EotS, we can get to 100 spt, but it will need as a minimum the tiles it is now using, and I think 1 or 2 tiles from Hurricane as well. In that case, Hurr won't gain much by a hospital, as it is already using most of its coast. I'll look into it, however, the next time I've got the save open. We might squeeze out a little more commerce

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 01-05-2004 14:31
Edit/Delete Message Reply w/Quote
#167 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

With Hurricane going for a hospital before starting on galleons, 2 less galleons are build... but the 30 bpt is worth it.

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 12-05-2004 16:50
Edit/Delete Message Reply w/Quote
#168 Report this post to a moderator
Got spare money?

If we sacrifice shields now on the coast we could pump Tempest up to 80spt for 1-turn rifles - if that appeals.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 12-05-2004 18:16
Edit/Delete Message Reply w/Quote
#169 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

CH, I need to see the save (this evening is going to be one long planning session, I think. Luckily I've got nothing else to do then to play this turn ), but that certainly was the plan. As I don't have access to the save right now, I can't really comment, but as long as we don't have rubber and aren't in mobilization, 80 spt in Tempest should be feasible. We can not only use coast for this (which we'll need), but also the tiles from Arahsi: if that city gets to 40 spt, it has enough. If it can get to 50 spt, it can build 2-turn arts. Anything else is a waste... so I think the following few turns are either going to see Arashi starving, or building workers, whatever is most efficient for our unit-count.

This turn will certainly see us creating a totally different patch work of tiles to use, to ensure most efficient use. I would not be suprised if it is going to take 4-5 hours before the save is sent.

Oh, and if you spot any other things like this in the mean time, please post them! I'm going to post my ideas when I play, so that people who are on-line can check what I'm doing, and comment immediately.

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 12-05-2004 18:37
Edit/Delete Message Reply w/Quote
#170 Report this post to a moderator
Support Apolyton buy from Amazon

When Lego started their GA they were choking in shields, and Count von Drac had to issue a slightly-gloating apology for a short delay for analysis & planning. No-one objected

Meanwhile, here again are the magic numbers :

rifle: 80
marine: 100
tank: 100
inf: 90
art: 80
galleon: 60
transport: 100
destroyer: 120
carrier : 180
battleship : 200
sub : 100
bomber : 100
fighter : 80

(edited to fill in blanks)

Last edited by Cort Haus on 12-05-2004 at 18:48

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 12-05-2004 18:44
Edit/Delete Message Reply w/Quote
#171 Report this post to a moderator
Avatar Enlargement: We've got the solution

Oh, right, arts are 80, not 100. I posted this myself a couple of posts above

Battsleships aren't terribly cost effective. But they do fire farther away then destroyers, IIRC. Not as far as a carrier with a couple of bombers, however...

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 12-05-2004 18:47
Edit/Delete Message Reply w/Quote
#172 Report this post to a moderator
Avatar Enlargement: We've got the solution

The immediate numbers we want in cities then are 20 & 40 for Rifles and Arty, and 15, 20 & 30 for Galleons. If we are permitted the luxury of Oil, then 25, 34, 50 capacity cities will be needed.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 12-05-2004 18:53
Edit/Delete Message Reply w/Quote
#173 Report this post to a moderator
Put an end to popups!

Thoughts:

1. as Industrious we get 2 extra shields in the metro city square ....

2. Tempest and Hurricane are the best workers of commerce tiles

3. We could gift RP workers to boost their pop now the rails can be completed (if we want) this turn.

4. Will we be upgrading the Pikes, Cats and MI?

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 12-05-2004 19:37
Edit/Delete Message Reply w/Quote
#174 Report this post to a moderator
Support Apolyton

Oh, there are a lot more numbers we want, CH... but in general you're right. One small example: 28+26+26 also gives 80, while a joining city might have a 29-31-31-29 rythm for galleons.

Then count the forest chops, and possible short rushing, and you've got an idea of the planning task we face

There are a couple of easy cities, though. Tornado can't give any more shields to EotS or Sufa, IIRC. That's relatively fixed. Tempest will be a fixed city, most likely. WoC will be a fixed city. The rest, however, will most likely change every turn.

Re: your thoughts:
1. is especially nice, I totally forgot about that one! That could mean that WoC needs a hospital as well, only to have that bonus. Need to calculate that, though. And if we can choose, WoC needs a cathedral before a hospital, as a WLTKD would give us more then 2 shields. (well, it's more with Hoover, factory and IW, of course)

2. Agree. But I've been using that for as much as possible: Hurricane will be constraint by EotS, which needs to become a 100 spt city in mobilization, Tempest is a bit more free, but needs to get to 100 spt in mobilization as well. Any additional tiles will be wasted, and we can't afford that.

3. I mentioned this to Arnelos in chat already, however we can't do it now unless we know a lot of goods will come from it. Forest chopping for factories is our priority with the workers.

4. I've been thinking on this, and I doubt it. upgrading those units will mean bucketloads of gold, which we don't have. Maybe a few, but so far the planning called for upgrades of galleons and rifles, and I think that will cost us enough gold already. However, we can't underestimate what RP can deliver: they're making 85 gpt right now, and this will increase soon. Their output alone will be enough to upgrade 30-40 pikes before we go to war. Nice.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 12-05-2004 22:12
Edit/Delete Message Reply w/Quote
#175 Report this post to a moderator
Got spare money?

quote:
Originally posted by Cort Haus
3. We could gift RP workers to boost their pop now the rails can be completed (if we want) this turn.

See detailed plan I posted to Arnelos right here

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:30
  Old Post 12-05-2004 22:48
Edit/Delete Message Reply w/Quote
#176 Report this post to a moderator
Support Apolyton or Terrorists Win

Good idea - plot a graph of workers against output and see the best level.

Happiness is an issue for RP, with their few lux, but low corruption in their cities should see the lux slider being effective - that's another variable in the formula.

There's no question that installing RP in North Stormia has solved our Forbidden Palace problem very effectively, and the thought of our pop being productive for us in their cities is heart-warming. Almost makes the Bobian War worthwhile!

With the whole continent almost RR'd the next duty is chopping, and as long as there are chops to do the workers pay off. Once they're idle though, we have a ~50gpt bill for maintaining them - all the more reason for turning them into Pop - especially if gifting for free storage only is deemed unsuitable.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 18-05-2004 00:44
Edit/Delete Message Reply w/Quote
#177 Report this post to a moderator
Support Apolyton buy from Amazon



forest pic updated to 920 AD

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 18-05-2004 00:56
Edit/Delete Message Reply w/Quote
#178 Report this post to a moderator
Support Apolyton buy from Amazon

oops, forgot to add the forest on WW 36. Corrected in original, not uploaded (yet)

DeepO

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:30
  Old Post 18-05-2004 02:13
Edit/Delete Message Reply w/Quote
#179 Report this post to a moderator
Support Apolyton buy from Amazon

Are the blue dots to be forested/deforested, or are they the already done squares?

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:30
  Old Post 18-05-2004 04:03
Edit/Delete Message Reply w/Quote
#180 Report this post to a moderator
Support Apolyton

They're already done, at one time or another in this game. There could be more, but this is what I got from watching all the screenshots I've got (should have been all of them since the start)

DeepO

 
Pages (7): [ <<   3   4   5   6   7   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0557 seconds (91.80% PHP - 8.20% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net