February 11, 2002, 21:07
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#31
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Chieftain
Local Time: 21:10
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Hafnia
Posts: 48
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I'm impressed that you have 'em celebrating WLT*D. We're talking 520+ happy citizens. I have a hard time keeping 10 happy!
Or is it the 5 happy ones from the previous turn that forgot to put put the fireworks?
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February 11, 2002, 22:32
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#32
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Emperor
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: orangesoda
Posts: 8,643
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Thanks Gramphos, can't wait to see the first size 2147483647 city Does your Civ3CopyTool have the ability to change city sizes?
Purest Warrior.. Those are leftover fireworks from the previous turn sadly. The city was size 14 with all 14 happy (8 luxuries, marketplace, 20% luxury rate). With any population over 40 there is no chance for WLTKD, as the entertainers will outnumber the workers.
__________________
"tout comprendre, c'est tout pardonner"
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February 12, 2002, 08:10
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#33
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King
Local Time: 21:10
Local Date: October 31, 2010
Join Date: Sep 2000
Posts: 1,131
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I'm curious to know what the city screen looks like with such a big city. Can you actually turn all those extra citizens into scientists/taxmen? It's funny to think that there isn't enough turns in the game for a city like that to starve down to a manageabe level.
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February 12, 2002, 12:40
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#34
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King
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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Originally posted by Gramphos
Judging from the savegame format the limit is a signed 32 bit number. (2^31-1 max)
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I would have thought unsigned, since you can't have a negative number of people in a city (coding like this is soo silly).
__________________
I drink to one other, and may that other be he, to drink to another, and may that other be me!
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February 12, 2002, 16:46
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#35
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Prince
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: New York, NY
Posts: 543
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How do you sell workers anyhow? Do you need to have them in your capital or something? I never sell workers, they're too valuable. But it may be a good idea later in the game when you have too many workers and big cities and no money!
__________________
"I've spent more time posting than playing."
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February 14, 2002, 11:43
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#36
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King
Local Time: 21:10
Local Date: October 31, 2010
Join Date: Sep 2000
Posts: 1,131
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Yep, they must be in the cap. I buy any workers I can off the AI early on (pop rushing), I'm not sure if selling spares later would be useful or not.
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February 17, 2002, 03:29
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#37
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King
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seattle
Posts: 1,038
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make sure your workers are in you r capital, and then talk to an ai. they'll be offered in the screen.
i think it would be cool if after a war you could demand your captured workers be returned to you.
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February 17, 2002, 20:37
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#38
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Chieftain
Local Time: 21:10
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Hafnia
Posts: 48
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Quote:
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Originally posted by Kc7mxo
i think it would be cool if after a war you could demand your captured workers be returned to you.
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Yeah, I thought of that, as well. Like an exchange of POWs.
Anyway, there are to few things you can offer in a negotiation. In Civ2 you were able to give units away, right? What happened to that?
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February 18, 2002, 08:01
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#39
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Prince
Local Time: 11:10
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Alaska
Posts: 434
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You have to give away workers, and hope that the AI is smart enough to add them to a city, then conscript a military unit.
I liked that feature.
Steele
__________________
If this were a movie, there'd be a tunnel or something near here for us to escape through.....
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February 18, 2002, 15:07
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#40
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King
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seattle
Posts: 1,038
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Yeah, many an ally owed its existence to steady shipments of mechanized infantry from my factories.
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