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Old July 10, 2003, 13:37   #61
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it usually works out around the same Rah
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Old July 10, 2003, 13:49   #62
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Hmmm, around and not exactly seem to say the same thing. DOH
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Old July 10, 2003, 14:18   #63
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ATAWA:, were talking about the wltcd growth part.... the caravan part is obvious......but you don't get the growth if you celebrate in mon
True, but I always have problems celebrating my city's in rep without traderoutes so usualy want to deliver at least 1 van each from my core to tradeisland first. On the pther hand I dont want to loose resources so this is usualy the compromise for a couple of turns.
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Old July 10, 2003, 14:31   #64
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Yeah, but in rep, you don't have to be celebrating to get the extra trade bonus for the trade routes. If there are only three citizens, you can usually celebrate to four before delivering,
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Old July 10, 2003, 14:52   #65
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yes its 6 of one 1/2 doz of the other...

its generally beneificial to grow 2-3 cities for 4-8 turns
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Old July 10, 2003, 16:04   #66
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At least for a few turns. Cities on forest won't celebrate that much without HG, trade routes or markets. And even with those, if you have a lot of cities, they'll peter out early.
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Old July 10, 2003, 16:05   #67
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thatswhy you do it early..how do you think Markus used to do it....
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Old July 10, 2003, 16:09   #68
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It is amazing how that one forest (city) square makes so much of a difference for trade totals and how it effects celebrating.
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Old July 10, 2003, 17:38   #69
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It seems to affect more then the two arrows your loosing by building on forrest should.
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Old July 10, 2003, 17:55   #70
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It always seems that way. You can have every other worker on water or even specials and still not celebrate, but the city right next to it is working a couple of forest squares and still celebrating. Cities that were built almost at the exact same time.


I'm sure there's some login involved here.
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Old July 10, 2003, 20:57   #71
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yes, where are the brainiacs when we need them
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Old July 11, 2003, 02:06   #72
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Six Size 3's early on in Rep seem to always celebrate; then churn out Settlers and re-celebrate before they build cities...
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Old July 11, 2003, 02:09   #73
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Quote:
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It is amazing how that one forest (city) square makes so much of a difference for trade totals and how it effects celebrating.
It's the same as not having a rooute?
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Old July 11, 2003, 07:19   #74
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It's the same as not having a rooute?
been a while has it D?
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Old July 11, 2003, 08:07   #75
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Even routes in those cities doen't do it all the time.
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Old July 11, 2003, 16:17   #76
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there must be something in the structure of the city when building on a tile that doens't produce at least one trade arrrow
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Old July 12, 2003, 01:03   #77
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been a while has it D?
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Old July 12, 2003, 01:26   #78
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deiticity
I just dug out the save where I had the problem AH referred to, i.e. my cap refused to celebrate, at least on on odd number sizes.

What could be wrong with this city structure War? Great land but the cap is on the far East of the empire.
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Old July 12, 2003, 01:29   #79
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At this stage I'm still in Monarchy with 10 cities.
Usually I'm in Rep with 6-8 cities and don't have this problem. I've had this problem before, but never in my cap, and always with more than 8 cities.
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Old July 12, 2003, 02:37   #80
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Weird...
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Old July 12, 2003, 03:28   #81
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Weird...
Yes he is
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Old July 12, 2003, 04:14   #82
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I was talking about the situation... not him
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Old July 12, 2003, 07:07   #83
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oh sorry , my mistake
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Old July 12, 2003, 20:30   #84
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Yes, it always irritates me when the city next to my capital has less trade but celebrates while my capital won't. Hmmm, maybe we should post this in the strategy forum and see if anyone would look into it.
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Old July 12, 2003, 20:47   #85
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Hehe tell Samson there's a tricky problem, and it might well just go away.
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Old July 12, 2003, 20:48   #86
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That is what I had in mind
He's so good at those types of things.
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Old July 13, 2003, 00:46   #87
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I'm just wondering if it's to do with the civ program counting through each city square in all cities in build order and when it gets to a certain square it goes to unhappy or neutral. Just like when you build a new city and another 'random' city gets unhappier.
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Old July 13, 2003, 00:53   #88
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What I'm thinking is that it is a function of the total number of cities / squares where an odd count is truncted. With 6 cities going to size 7 they all get there; with 8 cities maybe one will stay at Size 3 but celebrate on 4....
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Old July 13, 2003, 05:14   #89
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But why would your capital suffer more than your second or third city? It's those types of things that make you think there's a bug somewhere.
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Old July 13, 2003, 05:40   #90
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A bug... in Civ II... heaven forbid

Yeah, it does make you wonder.
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