February 12, 2002, 11:44
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#1
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Prince
Local Time: 13:29
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Any strategy impact of 4x faster workers?
Not sure exactly how I did it yet, I will have to compare bic files to see. But this is what I am seeing:
1. in modern times turns with manual workers take 10 minutes instead of 15 minutes with automated workers
2. instead of about 200 workers have about 50
3. more time is available for deciding city production output and strategy
4. mines on grasslands are built in one turn
What I think I did,
1. changed republic worker output to match democracy, from 2 to 3. {socialist demos of N Europe do not have low corruption and high production}
2. added commercial civ characteristic
It really makes the game fun to have turns fly so fast. Would be nice to know exactly what were the triggers that kicked this off.
Do any of you see an unintended negative effects on game play by speeding up workers like this?
How do I see what the government type(s) are the AI is in?
As always, thanks for your input.
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February 12, 2002, 12:09
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#2
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Chieftain
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Aachen, Germany
Posts: 54
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You can see what government type the AI civs are in by looking at the military advisor screen - on the left it shows your units and on the right you can check the other civs' militaries, and they're conveniently listed as "Army of the Egyptian Despotism", "Army of the American Communism" etc. It also says whether they're currently at war or not.
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February 12, 2002, 12:19
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#3
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Prince
Local Time: 13:29
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Herr David,
I never see other civs military units. I will check to see if the description you mention is visible. This could be very useful.
DANKE!
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February 12, 2002, 12:25
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#4
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Settler
Local Time: 20:29
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Occasional World Leader
Posts: 8
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If you want to see a breakdown of another civ's military units, you need to have a spy in their capital.
__________________
"Diplomacy is what comes out the barrel of a cannon"
- Napoleon Bonaparte
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February 12, 2002, 12:39
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#5
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Prince
Local Time: 13:29
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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I understand. I have not used spies yet. I have only played about 10 games, and slowly adding new features, like spying. There are still some civs I have not played against, like Germans. Plan is to limit play to a few civs until I have a rough idea of each civs natural play style before I up the number of civs playing.
So far I have felt the advantage of knowing their military strength was less than the disadvantage of their using knowledge of my military. I use the builder style and most of my "military" is warriors on city police action. It normally takes me several turns to switch from builder production to war production. Culture and happiness is great until AI attacks. Usually by the time I am ready for a counter strike the dumb AI is ready to sue for peace. I prefer to delay wars until modern ages when I have:
1. RR's
2. carriers
3. BS
4. bombers
5. tanks
6. inf {or mech inf, doesn't matter which}
7. catherals, marketplaces, police stations in all important cities,
8. front line airports, and second line of airport cities
9. high production cities in interior for steady stream of offense units
10. barracks and ports close to standing navy
11. transports for multi front war
12. one long campaign vs each civ
{in one of last games, actually eliminated all civs cities but ones they had on an island by themselves. But got too boring and ended game early.}
Although spies might be useful as I am usually overestimating the AI military strength.
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