January 26, 2003, 17:39
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#31
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Panag :
I requested 4 workers to join Neo Leipzig in 1345 AB, if the cathedral is rushed. My original worker integration plan took effect when hospitals had been built, for which we need peace.
Since the pace of the chats in war-time is extremely slow, we still are not in peace with Bismarck (we cannot negociate peace with him for now, as we have to respect our MPPs for 2 more turns), and we still haven't destroyed him.
I suppose Johncnunn has a similar plan in his head, which is to massively integrate workers once our war with Germany is over.
But my advice probably isn't the most relaible here. Since I became RA of Old Germany, and gave much less time to the DemoGame for RL reasons, I've somehow lost track of the big picture.
Maybe Johncnunn can give you more details on the timing of worker integration.
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January 26, 2003, 18:11
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#32
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1. Since Spiffor posted national statistics, I didn't do this.
2. None.
3. Also none.
4. Update on the current level of War Werriousness:
Average WW in Upper Apolyton (not including San Cortes): 48.3%
Loveshack: 47%
Gaia: 42%
Geofront: 50%
Ubergorsk: 50%
Oak Ridge: 47%
Seeberg: 50%
New York: 50%
Del Monte: 50%
Chiquita: 47%
San Cortes: Can't tell (everyone's happy)
Napoleton: 50%
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January 26, 2003, 18:36
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#33
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Emperor
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Quote:
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Originally posted by Kloreep
1. Since Spiffor posted national statistics, I didn't do this.
2. None.
3. Also none. 
4. Update on the current level of War Werriousness:
Average WW in Upper Apolyton (not including San Cortes): 48.3%
Loveshack: 47%
Gaia: 42%
Geofront: 50%
Ubergorsk: 50%
Oak Ridge: 47%
Seeberg: 50%
New York: 50%
Del Monte: 50%
Chiquita: 47%
San Cortes: Can't tell (everyone's happy)
Napoleton: 50%
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hi ,
that has to change , ....
have a nice day
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January 26, 2003, 19:53
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#34
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Emperor
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We're forced to make peace soon. IIRC, there's no luxury sliders trick capable to stop war weariness, during a long war.
Shiber propposed stop the war with Rome (oh, and the Babies, almost forgot...  ) and Japan in two or three turns, and I agree, no future on that.
Later, the japs should pay...
Germany is a different case... Should we finish them... or not?
Finish, IMO...
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January 26, 2003, 20:00
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#35
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Quote:
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Originally posted by Aro
We're forced to make peace soon. IIRC, there's no luxury sliders trick capable to stop war weariness, during a long war.
Shiber propposed stop the war with Rome (oh, and the Babies, almost forgot... ) and Japan in two or three turns, and I agree, no future on that.
Later, the japs should pay... 
Germany is a different case... Should we finish them... or not?
Finish, IMO...
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hi ,
next war , fought with mech infantry and bombers
then we shall teach them , at the same time during that war we should grab whatever resources we can , .......
that should be the almost last war we fight , followed by a war with modern armor and stealth maybe later on , ......
and then last but least we could right before we take of to an other star system bomb them back in the stone age with nukes , .......
have a nice day in the future
panag > starts to write "have a nice day" on a piece of metal that one day shall be used in an ICBM , ........
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January 27, 2003, 12:41
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#36
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Emperor
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That's what these stats will determine.
If we weren't at war with Germany, most worker joins would be as we build Hospitals.
But with the war with Germany; I'm concentrating on low pop cities since they are less likely to give us additional happiness problems.
Quote:
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Originally posted by panag
hi ,
so where are some workers going to join a city , and who is going to join
have a nice day
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January 27, 2003, 12:45
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#37
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Agreed we're getting into the dangerous WW zone.
Quote:
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Originally posted by panag
hi ,
that has to change , ....
have a nice day
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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January 27, 2003, 16:32
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#38
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Quote:
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Originally posted by joncnunn
Agreed we're getting into the dangerous WW zone.
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hi ,
indeed its a bit on edge now , .....
it shall change with the peace deals , but lets hope we dont get to many cities in disorder , ....
have a nice day
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February 10, 2003, 12:03
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#39
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Emperor
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Bump
Could I get a new Worker and city Census from one of the RG's to support the Worker Reintegration Project?
Worker Census is simply the # of workers from each nationality.
The City census is:
1. Current Population of each city.
2. Max planned worked tiles for that city.
3. Estimate on additional shields & commerce that will be produced when the city reaches max worked tiles.
4. # turns until max worked squares reached.
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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February 10, 2003, 12:07
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#40
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Emperor
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Excellent request, joncnunn. Sometimes is hard to track the workers for the reintegration project! 
I hope you find a volunteer, but if not, I'll try to do it Wednesday, before next chat (it's my intent to run a turnchat next Thursday), and post it here.
Edit: I can't run it Thursday, I forgot... I'll play my saxophone in a bar) but I can do it Wednesday or Friday, 24:00 GMT
(To be be accurate, I should say Thursday 00:00 GMT or Saturday, 00:00 GMT...  )
Last edited by Aro; February 11, 2003 at 11:46.
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February 10, 2003, 12:32
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#41
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Emperor
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I support the idea, but it's a lot of work. I don't have much time before thursday, but I have some in the weekend afterwards. I can start with it then if that's soon enough.
Aidun
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Term 9 and 10 Domestic Minister of the C3DG I., Term 8 Regional Governor of Old Persia in the C3DG and proud citizen of Apolyton. Royal Ambassador to Legoland in the C3 PTW DG, Foreign Affairs Minister and King of the United Kingdom in the MZO C3CDG and leader of the Monarchist Imperialist team. Moody Sir Aidun (The Impatient) of the Holy Templar Order in the C4BtSDG
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February 10, 2003, 13:26
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#42
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Emperor
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Aidun, I think we'll need the update before the turn chat.
But, unless we get down to 24 doestic workers and no slaves during Thursday's turnchat, it will need updated on Saturday.
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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February 10, 2003, 15:54
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#43
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Emperor
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I'll try to have a short look on thursday upon it, but I can't promise anything, it's the week of my mid-term exams and I may not fail not on them at any cost.
Aidun
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Term 9 and 10 Domestic Minister of the C3DG I., Term 8 Regional Governor of Old Persia in the C3DG and proud citizen of Apolyton. Royal Ambassador to Legoland in the C3 PTW DG, Foreign Affairs Minister and King of the United Kingdom in the MZO C3CDG and leader of the Monarchist Imperialist team. Moody Sir Aidun (The Impatient) of the Holy Templar Order in the C4BtSDG
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February 10, 2003, 17:26
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#44
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Emperor
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I can't give you exact details right now, but all of the cities in Upper Poly building Hospitals should be at or near 20 working tiles. Also, I plan to request to have 7 workers integrated over the next 5 turns.
I may be able to get more later, but I'm pretty busy right now...
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February 11, 2003, 11:47
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#45
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Emperor
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I can't run a chat Thursday, I forgot... I'll play my saxophone in a bar... but I can do it Wednesday or Friday, 24:00 GMT
(To be be accurate, I should say Thursday 00:00 GMT or Saturday, 00:00 GMT...  )
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February 11, 2003, 23:57
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#46
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Emperor
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Okay, did the worker census, and also a city census for my region of Upper Apolyton. (And my orders are finally posted too.  )
WORKER CENSUS
43 Native
7 French
3 Babylonian
1 German
7 Persian
61 Total
UPPER APOLYTON CITY CENSUS
1 is current pop, 2 is planned max amount of worked tiles, 3 is approx. shields and commerce gained from working the remaining tiles (note that these are BEFORE enhancements like markets, libraries, and factories, so these values should be doubled to determine shields, gold, and beakers in a city with all infrastructure). 4 is number of turns till city works all planned tiles.
Loveshack: 1. 12
2. 12
3. N/A
4. Planned max reached
Gaia: 1. 17
2. 20
3. 6 shields, 6 commerce
4. 10 turns
Del Monte: 1. 18
2. 20
3. 4 shields, 4 commerce
4. 13 turns
Chiquita: 1. 12
2. 12
3. N/A
4. Planned max reached
New York: 1. 12
2. 12
3. N/A
4. Planned max reached
Seeberg: 1. 18
2. 20
3. 4 shields, 4 gold
4. 13 turns
Napoleton: 1. 12
2. 20
3. ~12 shields, ~16 commerce
4. Depends on how many/if workers are integrated
Geofront: 1. 12
2. 20
3. ~16 shields, ~20 commerce
4.
Ubergorsk: 1. 13
2. 20
3. 8 shields, 16 commerce
4. Depends on worker integration
Oak Ridge: 1. 12
2. 12
3. N/A
4. Planned max reached
San Cortes: 1. 9
2. 9 (further growth not possible due to surronding terrain & border squeeze)
3. N/A
4. N/A
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February 12, 2003, 00:11
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#47
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Emperor
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Thanks a lot, Kloreep. Great job.
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February 13, 2003, 15:32
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#48
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King
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Old France Region Census
Format :
City Name
1. Current Pop
2. Maximum Pop
3. Incremental Shields.Lytons
4. Turns until Maximum Pop (Natural Growth)
Notes:
Turns to grow to maximum city size assumes that best food producing tiles are added first.
Incremental Shields does not take into account Factory benefits.
Region Census
Macross City
1. 17
2. 17
3. -
4. -
Here It Is
1. 18
2. 20
3. 8.4
4. 13
Jerusalem
1. 12
2. 18
3. 0.15
4. - (cannot grow naturally, but any tiles added by worker integrations will be self-sustaining)
Lhasa
1. 8
2. 11
3. 12.6
4. 36
Ferropolis
1. 18
2. 19
3. 4.2
4. 17
Port of Where Its At
1. 8
2. 25
3. 12.29
4. 46 (assuming Harbor is built before size 15)
Los Alamos
1. 11
2. 16
3. 0.15
4. 43 (assuming Harbor rushed in 1395)
Arcadia
1. 7
2. 17
3. 12.26
4. 84
Dijon
1. 8
2. 17
3. 6.23
4. 27 (assuming Harbor rushed in 1380)
Hole In The Wall
1. 8
2. 19
3. 18.25
4. 25
Because Brundisium, Syracuse, and Roadivostok are so undeveloped right now and will be sharing tiles at some point, it is too early to accurately predict future growth limits and speed.
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February 13, 2003, 15:39
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#49
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Emperor
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dejon rocks!
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February 13, 2003, 16:38
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#50
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Emperor
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Thanks; I'm placing Jersuleum as second most important behind Babylon.
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February 13, 2003, 17:39
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#51
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Emperor
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There seems to be more workers and slaves requested to join cities than we have.
Therefore, I'm changing the criteria for integeration to must produce at least 3 commerce per tile (Raw) for this turn chat.
For the other Region's, I'm especally interested in cities like Jersuleum above that can't naturally grow to use coast / sea tiles, but if a worker joined there, they could subtain it.
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Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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February 13, 2003, 22:57
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#52
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King
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Quote:
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Originally posted by Aro
dejon rocks!
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Thanks, Aro. Your term has been excellent, btw.
I hope we aren't going to do this census thing often - it was a ton of work, especially to calculate #4 for each city.
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February 14, 2003, 09:50
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#53
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Emperor
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Quote:
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Originally posted by joncnunn
There seems to be more workers and slaves requested to join cities than we have.
Therefore, I'm changing the criteria for integeration to must produce at least 3 commerce per tile (Raw) for this turn chat.
For the other Region's, I'm especally interested in cities like Jersuleum above that can't naturally grow to use coast / sea tiles, but if a worker joined there, they could subtain it.
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Joncnunn, I'm posting this in thr orders thread. also, I've PMed the Governors requesting un update of his orders, in order to fill your concern.
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February 14, 2003, 11:45
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#54
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King
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I have updated the Old France orders to reflect this slight change, naming the precise tiles for integration that meet the requirement.
I also updated my Rush Requests in light of the fact that two cities (Port of Where Its At, Arcadia) will not be adding shields with their worker integrations now. Arcadia is the more significant of the changes - requesting a Hospital rush in 1395 AB for 460L. It will have put 3 turns of production into the build itself. If the full worker integration request is not granted (5 workers, to size 12), the rush request is withdrawn, as the Hospital will not be needed immediately.
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February 14, 2003, 15:20
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#55
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Emperor
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Use of the workers and slaves which will wrap up the worker integration project.
Copied from my orders thread:
Maintaign a 24 native Appolyon worker reserve for polution control and remaining public works. (This leaves only 19 adviable for joining cities.)
Integreate 5 French slaves to Arcadia this turn or if they are busy improving tiles this turn, then next turn.
Integerate 2 Bab slaves to Llasha this turn or if they are busy improving tiles this turn, then next turn.
Integerate 5 natives to Berlin next turn after the Market Place completes and Berlin has grown to 6, bringing it's pop up to 11.
The turn after Berlin's Hospital completes,join 8 native workers bringing Berlin up to pop 19, working all tiles once it naturally grows to 20. (shift any nearby city workers out of Berlin's CR at that time.) Convert sufficent mined plains tiles in Berlin to irrigated plains to prevent a food shortage.
The turn after Jerusalem's Hospital complets, join 6 native workers, brining the pop up to 18. If however the food basket is full, defer this one turn for the pop to grow to 13 naturally and then join 5 native workers.
In 2 turns, after the Port of Where It's At finishes the Harbor, join 2 French Slaves there.
In 2 turns, after Termina finishes the Hospital join 4 Persian slaves there. If however, the bread box is full, wait an additional turn and only join 3 Persian slaves. with the left over Persian eligible to join Banana HQ.
In 3 turns, after Banana HQ finishes the Hospital, join 1 Bab, 1 Ger there. If Banana HQ bread box is NOT full and Termina was downgrading that request, add that 1 Persian as well. If however, the bread box is full, wait an additional turn and only add the Bab and German.
In 3 turns, after the Hospital in Geofront finishes, join 3 Persian slaves there. If however the bread basket is full, defer this one more turn.
The above section probably uses up all workers except the polution worker control.
Any possible Spare slaves, the possible spare native worker and any additional ones acquired may be joined to cities which would produce 3+ commerce per tile.
(If a true windfall results via FAM & SMC, then those producing 1+ shield may be joined as well.)
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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February 16, 2003, 10:21
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#56
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Emperor
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Quote:
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Originally posted by joncnunn
Use of the workers and slaves which will wrap up the worker integration project.
Copied from my orders thread:
Maintaign a 24 native Appolyon worker reserve for polution control and remaining public works. (This leaves only 19 adviable for joining cities.)
Integreate 5 French slaves to Arcadia this turn or if they are busy improving tiles this turn, then next turn.
Integerate 2 Bab slaves to Llasha this turn or if they are busy improving tiles this turn, then next turn.
Integerate 5 natives to Berlin next turn after the Market Place completes and Berlin has grown to 6, bringing it's pop up to 11.
The turn after Berlin's Hospital completes,join 8 native workers bringing Berlin up to pop 19, working all tiles once it naturally grows to 20. (shift any nearby city workers out of Berlin's CR at that time.) Convert sufficent mined plains tiles in Berlin to irrigated plains to prevent a food shortage.
The turn after Jerusalem's Hospital complets, join 6 native workers, brining the pop up to 18. If however the food basket is full, defer this one turn for the pop to grow to 13 naturally and then join 5 native workers.
In 2 turns, after the Port of Where It's At finishes the Harbor, join 2 French Slaves there.
In 2 turns, after Termina finishes the Hospital join 4 Persian slaves there. If however, the bread box is full, wait an additional turn and only join 3 Persian slaves. with the left over Persian eligible to join Banana HQ.
In 3 turns, after Banana HQ finishes the Hospital, join 1 Bab, 1 Ger there. If Banana HQ bread box is NOT full and Termina was downgrading that request, add that 1 Persian as well. If however, the bread box is full, wait an additional turn and only add the Bab and German.
In 3 turns, after the Hospital in Geofront finishes, join 3 Persian slaves there. If however the bread basket is full, defer this one more turn.
The above section probably uses up all workers except the polution worker control.
Any possible Spare slaves, the possible spare native worker and any additional ones acquired may be joined to cities which would produce 3+ commerce per tile.
(If a true windfall results via FAM & SMC, then those producing 1+ shield may be joined as well.)
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hi ,
excellent , but is 24 for damage and pollution control not a bit low , ....
have a nice day
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February 17, 2003, 15:22
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#57
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Emperor
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Plan Oakeater
I've finally figured out how to turn Oak Ridge into a worker farm. It will have to use Geofront's tiles 18 and 19 (3 and 11 for Oak Ridge), but Geofront can do without those for a while, and one worker a turn would be really nice; more cities could have workers integrated.
9 workers (either slaves or natives will do) irrigate Oak Ridge 1-2-4-5-6-11-14-16-17, and after building the first worker, Oak Ridge's WF will be reassigned to 1-2-3-4-5-6-10-11-14-16-17. This will allow the city to build a worker a turn while remaining at pop 11; these workers can then be used for construction or can be integrated elsewhere.
Unless there are any objections, I'll put this plan in my new orders.
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February 17, 2003, 15:26
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#58
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Emperor
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Re: Plan Oakeater
Quote:
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Originally posted by Kloreep
I've finally figured out how to turn Oak Ridge into a worker farm. It will have to use Geofront's tiles 18 and 19 (3 and 11 for Oak Ridge), but Geofront can do without those for a while, and one worker a turn would be really nice; more cities could have workers integrated.
9 workers (either slaves or natives will do) irrigate Oak Ridge 1-2-4-5-6-11-14-16-17, and after building the first worker, Oak Ridge's WF will be reassigned to 1-2-3-4-5-6-10-11-14-16-17. This will allow the city to build a worker a turn while remaining at pop 11; these workers can then be used for construction or can be integrated elsewhere.
Unless there are any objections, I'll put this plan in my new orders.
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hi ,
sounds great
a Q ; cant we do this with a bigger city anywhere , a city like size 14-16
have a nice day
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February 17, 2003, 15:40
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#59
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Emperor
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Re: Re: Plan Oakeater
Quote:
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Originally posted by panag
a Q ; cant we do this with a bigger city anywhere , a city like size 14-16
have a nice day
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Once a city builds a hospital and goes past size 12, the amount of food needed for a city to grow increases substantially; so while I suppose it might be possible to do it with a larger city, it would be less efficient. Besides, the larger cities need infrastructure more and can probably build units faster than a small, hospitalless city like Oak Ridge.
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February 17, 2003, 17:20
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#60
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Emperor
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Re: Re: Re: Plan Oakeater
Quote:
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Originally posted by Kloreep
Once a city builds a hospital and goes past size 12, the amount of food needed for a city to grow increases substantially; so while I suppose it might be possible to do it with a larger city, it would be less efficient. Besides, the larger cities need infrastructure more and can probably build units faster than a small, hospitalless city like Oak Ridge.
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hi ,
the larger ones build faster , meaning the waste of shields , .....
well at least we can start to pop each city to max size now
more money , more science on its way
have a nice day
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