July 14, 2003, 10:36
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#1
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Settler
Local Time: 05:40
Local Date: November 2, 2010
Join Date: Jul 2003
Posts: 5
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Dumping the Unwanted
so heres the thing. I've noticed that as my game goes on it seems to get rather crowed for everyone in the my cities. I want to remidy this by creating a "protected" location normally a small island where I can dump the unwanted. I create either settlers or workers in crowed cities then dump them there and watch the happiness go up in the city. I like to this to captured lazy workers also.. I think there is a sinister side to this game.
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July 14, 2003, 16:24
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#2
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Deity
Local Time: 01:40
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I have seen other use that tactic. I am not sure if that is a good way or not. I would prefer to get some lux or use the slider to get more production from those citizens.
I surely do not want workers doing nothing. Settlers on hand is fine, if I will have a use for them soon. Maybe you could send them to a city that need more people.
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July 14, 2003, 18:06
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#3
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Chieftain
Local Time: 05:40
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 30
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Don't add your captured workers to cities. They may work slower, but they don't require any upkeep, so they work for free. If you really feel the need to do this, then add regular workers, not sla.. er, captured workers.
Rather than doing all this, you could just build tmples, cathedrals, colloseums (sp?), marketplaces, and happiness Wonders. Also, get ahold of some luxuries, and use your luxury slider as vmxa1 said.
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July 14, 2003, 18:43
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#4
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Deity
Local Time: 01:40
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Greetings
Don't add your captured workers to cities. They may work slower, but they don't require any upkeep, so they work for free. If you really feel the need to do this, then add regular workers, not sla.. er, captured workers.
Rather than doing all this, you could just build tmples, cathedrals, colloseums (sp?), marketplaces, and happiness Wonders. Also, get ahold of some luxuries, and use your luxury slider as vmxa1 said.
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True, but capured worker are not part of the issue as he is talking about making workers as a way to reduce the pop in a city.
You are correct about the temples and such. Even more important for those who play at Monarch or better as citizen are born unhappy so much sooner.
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July 15, 2003, 02:40
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#5
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Emperor
Local Time: 00:40
Local Date: November 2, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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I usually make several mountain fortresses in my lands for use as 'worker bases', not to control unhappiness, but so I have a place to put them until pollution runs rampant. Putting them on a small island seems rather counterproductive to me.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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July 15, 2003, 02:59
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#6
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Deity
Local Time: 01:40
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I just stack them in groups of the size need to clear a tile in one turn (pollution that is). Back out of harms way.
If the pollution is on a hill, I have another stack with an extra worker.
I use to foolishly put them in a city. man it was a pain to get them out and to figure out where they were.
I leave them in an open area and they are easy to find.
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July 15, 2003, 03:36
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#7
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Emperor
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
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Build the 'roskilde festival' small wonder and send your workers there. Their productivity will fall but they will be much happier when they return
On-topic:
I really wish my workers could be put on a 'semi-automatic' mode. That would remove some of the micromanagement wile keeping full control over what they were doing. Something like CTP's public works but with visible workers.
__________________
Don't eat the yellow snow.
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July 15, 2003, 21:41
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#8
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Chieftain
Local Time: 05:40
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 30
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Quote:
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Originally posted by vmxa1
True, but capured worker are not part of the issue as he is talking about making workers as a way to reduce the pop in a city.
You are correct about the temples and such. Even more important for those who play at Monarch or better as citizen are born unhappy so much sooner.
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I said the thing about the captured workers because BobV said, "I like to this to captured lazy workers also.."
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July 15, 2003, 23:36
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#9
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Prince
Local Time: 22:40
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
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Quote:
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I use to foolishly put them in a city. man it was a pain to get them out and to figure out where they were.
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Have yet to break myself completely of that bad habit.
Inevitably, if I am on a blitz taking cities, I will go back several turns later and find workers I fortified in newly captured cities, just sitting there, instead of being useful. When I have a ton I have taken to putting all the worker in one spot deep in my territory and activating them as needed.
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
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July 16, 2003, 05:43
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#10
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Warlord
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Austria
Posts: 180
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Quote:
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Originally posted by bongo
I really wish my workers could be put on a 'semi-automatic' mode. That would remove some of the micromanagement wile keeping full control over what they were doing. Something like CTP's public works but with visible workers.
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This could be very usefull in late game where my whole empire is rail-roaded.
Quote:
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Originally posted by vmxa1 I use to foolishly put them in a city. man it was a pain to get them out and to figure out where they were. I leave them in an open area and they are easy to find.
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Yes. My workers simply disappear, or trying to something useless: once I was on a huge continent and I captured a city on the "other side of the world". Then my workers tryed to connect this city with the "mother-land" with railroad.
In the meatime I was figthing agains other civs. They were between my isolated city and the homeland, so they captured a LOT of my workers, who were building a superior highway through the whole continent.
In cases like this an option can be to automate-pillage-pollution-only command for workers...
If I can not handle with the city's population and the growth, I simply build settlers, and join them to other cities, where the growth is almost 0 (but the +2 pop stil can be feeded)...
In late-games when I have trilions of slave-workers, I join all my own workers into cities. Maybe into captured cities - this is also a method for ethnic cleansing...
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July 16, 2003, 09:40
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#11
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Settler
Local Time: 05:40
Local Date: November 2, 2010
Join Date: Jul 2003
Posts: 5
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Quote:
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In late-games when I have trilions of slave-workers, I join all my own workers into cities. Maybe into captured cities - this is also a method for ethnic cleansing...
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AAAh you do see the sinister side. Actually very recently I've turned them all into tree hugers and lumber jacks.
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July 19, 2003, 00:08
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#12
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Emperor
Local Time: 00:40
Local Date: November 2, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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I remember with SMAC they had something called "The Lumberjack Challenge". You had to win a game getting all of your minerals from clearing forests -- in a game where doing so only netted you 5 minerals.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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July 20, 2003, 16:19
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#13
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Chieftain
Local Time: 01:40
Local Date: November 2, 2010
Join Date: Nov 2002
Location: Auburn Correctional Facility
Posts: 45
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The Lux slider is great. I always have to use one. If you need to use those workers, Use them to build roads out to luxeries and use the workers to build colonies. Just dont build slaves camps.
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July 23, 2003, 21:51
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#14
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Deity
Local Time: 23:40
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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I usually emancipate all the workers whose civs still exist.
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July 23, 2003, 21:56
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#15
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Emperor
Local Time: 00:40
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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Luckiliy the changes in the new expansion will give you something to do with those people. Make them civil engineers or policemen. Make shields and lower corruption per each. Much better imho than unhappy people or taxmen and scientists.
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July 23, 2003, 22:03
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#16
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Deity
Local Time: 23:40
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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That could be handy.
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July 24, 2003, 03:47
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#17
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Emperor
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
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So we'll have two new specialists? What do they do? Civil engineer= more shields? Policemen=lower corruption? If so then all those over-corrupt cities far from youe core will come to a use.
__________________
Don't eat the yellow snow.
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July 24, 2003, 03:52
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#18
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Emperor
Local Time: 00:40
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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Quote:
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Originally posted by bongo
So we'll have two new specialists? What do they do? Civil engineer= more shields? Policemen=lower corruption? If so then all those over-corrupt cities far from youe core will come to a use.
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Yeah that's how I believe they'll work. One shield is much better than one beaker or gold, IMHO. Not sure how the policeman will work. Will that just be on income, or will it also be on shields. If both, if it gave you one trade and one shield back, then that might be a bit overpowered. And I wonder where they will fall in the tech tree and if they are limited to certain govs and yadda yadda. Wonder if police or whatever they are called will be tied to communism, as thats when you can build police stations.
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July 24, 2003, 07:02
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#19
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Deity
Local Time: 23:40
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Perhaps the Policeman will only effect trade.
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July 24, 2003, 08:01
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#20
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Emperor
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
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That's what the courthouse does today isn't it?
Policeman=instant courthouse which needs to be fed
__________________
Don't eat the yellow snow.
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July 24, 2003, 10:54
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#21
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Deity
Local Time: 23:40
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by bongo
That's what the courthouse does today isn't it?
Policeman=instant courthouse which needs to be fed
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Do you have any idea how much bribe money it costs to keep a courthouse running? And it can't shoot anyone either............
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July 24, 2003, 16:05
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#22
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Emperor
Local Time: 07:40
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
if we have a courthouse where do the criminals go to then , ....
we should get a new building , prison
have a nice day
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July 25, 2003, 05:44
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#23
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Emperor
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Sep 1999
Location: MOOHOOHO
Posts: 4,737
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OT: I read a book in the discworld series where the only law-enforcement in a city were the guild of thieves and murderes. They made sure the total crime rate in the city didn't exceed what the people would tolerate. Any un-licensed thieves or murderers would quickly be dealt with...
__________________
Don't eat the yellow snow.
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July 25, 2003, 11:25
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#24
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Warlord
Local Time: 06:40
Local Date: November 2, 2010
Join Date: Mar 2003
Posts: 217
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Quote:
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Originally posted by bongo
So we'll have two new specialists? What do they do? Civil engineer= more shields? Policemen=lower corruption? If so then all those over-corrupt cities far from youe core will come to a use.
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Haven't seen Conquests, but my understanding is Civil Engineers only affect production of buildings (improvements), not production of units.
Also, maybe policemen will be just like Military Policeman, ie keeping citizens content who woud otherwise be unhappy.
Speculation really... on topic, one fundamental thing to keep unhappiness down - make sure your cities have overlap so they cannot grow over size 19 or so. 8 luxuries with a marketplace, temple etc will only go so far towards curing unhappiness. An alternative is to make sure the city can grow big enough to support a few entertainers - say 25+. It's those cities in between 19-25 that give the real hassle - I keep them small, it's less messing about.
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"The CIA does nothing, says nothing, allows nothing, unless its own interests are served. They are the biggest assembly of liars and theives this country ever put under one roof and they are an abomination" Deputy COS (Intel) US Army 1981-84
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