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Old January 4, 2004, 17:23   #31
lockstep
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Quote:
Originally posted by lockstep
(A) double-value entertainer may affect human strategy somewhat, but this tweak not only assists the AI, but assists it in the late game at least as much as in the early game.
Just to revive the discussion: I've been playing quite a few epic games over the holidays, and kept an eye on AI city management when I opened embassies or investigated AI cities that were building wonders. Casual observation: The AI needs every help that it can get in the happiness department. About one quarter of the citizens changed to entertainers is quite common in the late medieval / early industrial age.

Two thumbs up again for double-value entertainers. (And this from a player that felt rather uneasy about this change when it was first introduced in the AU mod.)
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Old January 5, 2004, 06:14   #32
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I noticed something really weird when I was playing an epic game last week. I investigate the Inca capital to check how far they were with a wonder I wanted to have as well. I was a 12 pop city, with 6 scientists! The science and commerce were not too bad, but they only had a few shields per turn. I will try to snap other capitals in that same time period (middle ages) to check whether this was just odd behavior or they do it all the time.

Maybe the AI likes the new scientists too much
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Old January 7, 2004, 13:39   #33
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I've heard rumors that the luxury scarcity in C3C was not intentional, and will be restored to PTW levels in a patch.

So let's mark the PTW solution as under consideration: Double-value entertainers.
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Old January 7, 2004, 14:14   #34
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oh no, i quite like the scarcity. makes it more tempting to place those useless colony-cities 40 tiles from your centre, just so you can grab that darn iron
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Old January 14, 2004, 09:44   #35
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One week has passed, so it's time:

Yes/No: Double the effect of entertainers.

48 hours to vote.

My vote: yes
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Old January 14, 2004, 11:36   #36
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Yes.
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Old January 14, 2004, 13:36   #37
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Yes.
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Old January 15, 2004, 14:03   #38
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YES.
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Old January 16, 2004, 13:27   #39
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If AU goes with "build often" for workers, it might make sense to shelve this until the effects of the lower-pop AI cities are experienced.
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Old January 16, 2004, 18:35   #40
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Having AIs build more workers might delay their cities' getting big a little, but I can't see much chance that it would have a significant long-term effect on AI happiness problems.
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