May 29, 2002, 07:59
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#31
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Emperor
Local Time: 03:18
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by The Eliminator
500 is a bit of overkill, don't you think?
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hi ,
nope it aint , .........however that is definatly slowing the game down , .............
have a nice day
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May 29, 2002, 11:32
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#32
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Warlord
Local Time: 19:18
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by The Eliminator
500 is a bit of overkill, don't you think?
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No, 500 is not much! I put a stack of about 32 of them on "sleep" near my capital (in reserve for emergency road repair or something) and send the rest of them on the Shift+A mission.
How do I get over 500 workers? Very easy! Everytime I razed a city of size 20+ I got at least 4 workers. Of course, the stupid AI will immediately try to rebuild that city, therefore, you can expect to kill off a couple more settlers for every city that you raze.
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May 29, 2002, 11:39
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#33
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Warlord
Local Time: 19:18
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by panag
nope it aint , .........however that is definatly slowing the game down , .............
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If you have to manually move those 500 workers, it could take awhile. I recommend using shift+A and forget about them. Oh, I also turn off the "Animate movement of friendly units" and the game is running just as fast. On a huge map at Emperor level, it will take all the AIs less than 30 seconds to move during the modern age.
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May 29, 2002, 14:40
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#34
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Settler
Local Time: 01:18
Local Date: November 1, 2010
Join Date: May 2002
Posts: 29
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an "abolition" tech would be cool, maybe slaves couldn't join your cities until you researched it, or there could be some cultural benefit. i've always wondered why civ3 doesn't have a slave trade, another victim of pc?
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May 29, 2002, 15:23
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#35
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King
Local Time: 21:18
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Waterloo, ON, Canada
Posts: 1,500
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Actually, slaves can be traded, and you can trade away your own workers too! Slaves are quite cheap (like 30 gold), btw, and I buy one almost every chance I get.
__________________
"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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May 29, 2002, 15:54
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#36
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Emperor
Local Time: 03:18
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Moonsinger
If you have to manually move those 500 workers, it could take awhile. I recommend using shift+A and forget about them. Oh, I also turn off the "Animate movement of friendly units" and the game is running just as fast. On a huge map at Emperor level, it will take all the AIs less than 30 seconds to move during the modern age.
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hi ,
so you say 500 workers move in less the 30 sec , .......you must mean a piece , ......
even automated , ..........
you got a SAV(e) , .......
have a nice day
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May 29, 2002, 16:49
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#37
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Warlord
Local Time: 19:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Eliminatorville
Posts: 122
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I think the most I've ever had was like 112 on a huge map, with ~60 cities. I couldn't imagine 500!
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May 31, 2002, 08:52
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#38
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Warlord
Local Time: 19:18
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by panag
you got a SAV(e) ,
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Sure do! Some of my games can be found at my home page or at http://www.civfanatics.com/civ3hof/. I already submited two more game (one at Monarch and the other at the Emperor level); since the mod is kind of slow updating that page, you may want to check back within a couple week. The number of workers in any of my game will always increase in my next game. If you check out my Regent game, you will see that I still have over 300 of them left. But I think my Moarch game had a lot more workers than that (at least 400 I think; and my Empire game had over 500). 100% of my workers are slave workers; I have absolutely zero regular workers; what can I say, I'm a slave driver.
Note: If you check out SirPleb 's Deity game, you will see that he got over 1000 units on a huge map - no problem.
PS: I have dual PIII 1Gigs Hz machine with 2 Gigs of RAM; therefore, a huge map is not a problem for me no matter how many units I have.
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May 31, 2002, 12:31
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#39
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Emperor
Local Time: 18:18
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Gramphos
They are slaves and only work with the power of 1/4 (I think it's that) free worker. You don't have to pay any support for them.
For them to turn into your nationallity they need to join a city with strong culture.
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It's half, and if your civ is Industrious, they work at the rate of a normal worker.
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May 31, 2002, 18:21
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#40
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Prince
Local Time: 20:18
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Austin, TX, US
Posts: 723
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Soemtimes I send ethnic workers to the opposite end of my empire, where using them to increase pop will have a diminished effect on flipping (they're far, far away from their homeland).
But I usually just disband them if I have enough domestic workers, despite the possibility that it will anger their home civs. Only yields two shields, but what the hey?!
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