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Old October 11, 2002, 07:37   #1
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Micromanagement issues
Here's a thread for everyone who has spotted any micromanagement issues (unoptimal use of citizens in the fields etc') to post and alert the official rank of those issues.

I found the following issues:
Tarsus - the 3rd citizen is an entertainment. No use in that since he's not needed at all.
Gaia - the city needs either a marketplace or a cathedral (preferably a marketplace as it will have a more profound effect) to accomodate the imminent population growth as well as the switch to Republic.
Boom Town - the worker should be rushed before the switch to Republic. The city can't support a size 3 population without specialists.

Anyone else?
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Old October 11, 2002, 07:59   #2
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about Gaia- we can rush the temple there, or, we can use the citizen on the mined roaded grass (without the river), and make it an entertainer, so that even after growth+Republic, it won't disorder.

E_T should be notified about these issues, as he'll be doing CP this weekend.
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Old October 11, 2002, 09:46   #3
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Boomtown should build a settler instead of a worker.
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Old October 11, 2002, 10:02   #4
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I concur with GF.
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Old October 11, 2002, 11:37   #5
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Shiber... this is an awesome thread to have started... good for thinking of it
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Old October 11, 2002, 11:50   #6
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Thanks.
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Old October 11, 2002, 18:59   #7
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I'll be addressing this during my Orders. Please see my post in this thread.

I hope that this numbering scheme will help relay CP planning with the minimun of confusion.

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Old October 13, 2002, 09:43   #8
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Looking at the 530 AD turn,

Antioch is building a knight (77 turns) and Muncie a Pike (14 turns). These should be switched to temples in order to re-establish the old Persian borders against the English. (Build times 23 and 14 turns respectively)

On Uber Isle BFM is building a Harbour (77 turns), AGC could do it in 20. (Though BFM would get greater benefit from one with the 2 whale tiles).

No criticism is intended just asking.

Also, corruption on Uber Isle: Do harbours help with this? If the cultural borders connect between the ilse and mainland would that cause any reduction?


Edit: Oops, just noticed the 580 AD save is up, hope this isn't to out of date.

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Old October 13, 2002, 10:07   #9
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Bleah. Just logged off & looked at 580 AD. Plese ignore my ramblings above.
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Old October 13, 2002, 11:40   #10
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Yes, a link to the capital (any link) reduces corruption and waste.
Btw, IIRC (can't open the game right now) I saw barracks in AGC's build queue. Why do we need barracks on Uber Isle?
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Old October 13, 2002, 12:15   #11
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Quote:
Originally posted by Shiber
Yes, a link to the capital (any link) reduces corruption and waste.
Btw, IIRC (can't open the game right now) I saw barracks in AGC's build queue. Why do we need barracks on Uber Isle?
To produce Units for Uber, and AGC will have some Mil Units in its Queue. Aggie doesn't want any regular units produced, if at all possible, so the Barracks. Sun Tuz only works on our contenant, same with Pyramids.

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Old October 13, 2002, 12:23   #12
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Uber Isle is completely safe from AI attack as of this moment and we've got much more important things to build. I really don't see the reason here but I'm not going to argue over this.
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Old October 13, 2002, 12:27   #13
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Quote:
Originally posted by Shiber
Uber Isle is completely safe from AI attack as of this moment and we've got much more important things to build. I really don't see the reason here but I'm not going to argue over this.
The philosophy is that AGC is going to produce the defending units for ALL the cities on Uber Isle from one barracks. My making them all veterans they will remain veterans as they are upgraded throughout the turns.
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Old October 13, 2002, 12:44   #14
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Holeinwall needs to switch back to the Harbor it is supposed to be rushing and NOT the worker it is currently doing.
This is direct oppposition to the orders that were given.

Switch it or I will see you in court.

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Old October 13, 2002, 13:36   #15
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Well, supposing Uber Isle will be under threat at some point that's a good strategy.
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Old October 13, 2002, 13:50   #16
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Can we build some workers from our Core cities that have filled up their granaries and are stuck at six after they finish thier current projects.

They'll back to six by the time they finish their aqueducts so it won't really cost us anything.
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