most effective worker strategy ?

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Archived from groups: alt.games.civ3 (More info?)

I have read on this group some people stack workers together and use
them all at the same time instead of using one or two wrokers on a city
at one time.

I was just wondering what most people thought was the most effective
strategy ?. If you do stack them then how long do you spend imroving
the area around one city before moving on to the next ?.

Any help appreciated.

--
Eps
 
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On Wed, 15 Dec 2004 19:30:20 +0000, burchill <burchill@btinternet.com>
wrote:

>I have read on this group some people stack workers together and use
>them all at the same time instead of using one or two wrokers on a city
>at one time.
>
>I was just wondering what most people thought was the most effective
>strategy ?. If you do stack them then how long do you spend imroving
>the area around one city before moving on to the next ?.
>

Worker handling can get complicated. What I look at is what things
need doing within the range of movement (in one turn) of the worker
(or worker stack) that I'm on. I dislike wasting a worker turn moving
the worker elsewhere, but I will do that if there is something high
priority which is not nearby.

Once I pick the task, I move the workers to do it. I do try to
stack them, but that depends on getting them close enough to make the
stack. Early in the game, each worker is near the city which made it,
and it takes time to move them around, so they'll work separately.

Once they get into a stack, I tend to leave them like that. But big
stacks aren't so efficient either. If I have enough workers to get
the job done in 2 turns, I need to double the stack to change that to
one turn. If I don't have that many, I'll have them work on something
else.

Road building is a special situation for handling workers. On one
turn, move enough workers into an unroaded square to complete the road
in one turn (or two turns, if I can't get enough for one turn). Don't
move more -- any other nearby workers can irrigate or mine. Next
turn, some of those will be free to move onto the newly road-equipped
square, and the road-making stack moves on to another unroaded square
to repeat this process. Another option is to have another road-making
stack, which moves through the newly made road square and on to the
next unroaded square, creating a road by a leapfrog sort of process.

But that could be considered a case of making a stack for road
building only, and using other worker groups for other things. The
thing is, road making takes longer on tougher terrain, and so needs
more workers on the job in order to do it quickly, so a fixed size
stack isn't ideal.

Railroading is a similar process, except that as it is build on top
of roads, the leapfrogging process doesn't require a delay of a turn
in order to keep it going. With enough workers, you can complete any
length of rails on top of an existing road net, with all the workers
starting on the end point.


The early game benefits most from efficient worker use. What you
want to do with the workers is to improve those squares which are in
use actively by your cities first. The only thing which is
competitive with that is grabbing resource squares, even if the city
won't use the square for a while, putting roads in. But until the
city is ready to use it, you need not mine or irrigate those squares.

The wonder race benefits from single high productivity cities. You
get those by improving the city so it grows fast (irrigation) and has
plenty of shields (mine). To maximize this, you need a lot of workers
fixing up that city. If the city can grow above size 6, some of the
workers should be added to the city to speed up its growth.

This type of one-city rush focus isn't so important later on. The
only exception would be a well placed Forbidden Palace city, created
in an undeveloped but strategically useful position. Its lack of
corruption would mean that production enhancements would be most
effective there.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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"burchill" <burchill@btinternet.com> wrote in message
news:32bhlhF3jnrjkU1@individual.net...
>I have read on this group some people stack workers together and use them
>all at the same time instead of using one or two wrokers on a city at one
>time.
>
> I was just wondering what most people thought was the most effective
> strategy ?. If you do stack them then how long do you spend imroving the
> area around one city before moving on to the next ?.

Big stacks of workers are for later in the game. Early on, you want one or
two per city developing your core and expanding the road network.

The speed is proportional to how many workers are doing the same thing on
the same tile. Two workers can get a job done in 1/2 the time. Three in 1/3
the time... etc. There are rounding problems to consider however. So
something that takes 6 turns can be done effectively with 2 or 3 workers but
adding a 4th is wasteful because of the rounding.
 
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On Wed, 15 Dec 2004 19:30:20 +0000, burchill <burchill@btinternet.com>
wrote:

>I have read on this group some people stack workers together and use
>them all at the same time instead of using one or two wrokers on a city
>at one time.
>
>I was just wondering what most people thought was the most effective
>strategy ?. If you do stack them then how long do you spend imroving
>the area around one city before moving on to the next ?.
>
>Any help appreciated.

I don't stack workers until later in the game.

Early on I try to get at least on worker going in each of my weaker
cities. In the stronger inner cities I may move them around together
since some cities grow faster than others. I always send them off to
do different tasks though.

In later years I start filling out the city. Ally my citizens are
busy working so I can start mining mountains and clearing jungles. I
might put anywhere from 2-6 workers on these tasks depending on my
worker speed and how many I have free. For railroads I always use a
stack so they get built in one or two turns. You can probably get two
or more stacks going in a row to complete the railroad quicker.

When using a stack you can try activate the worker again to find out
how many turns it will take to finish. This will depend on your
government type, whether the worker is a slave, whether you are at war
with the slaves civ, your civ traits, and your tech tree level.
Having something finish in one or two turns is often more efficient
than doing it one. The exception may be pollution which has no value
until you clear it.
 
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"The Stare" <wat1@not.likely.frontiernet.net> wrote in
news:32bjkkF3k46i9U1@individual.net:

>
> "burchill" <burchill@btinternet.com> wrote in message
> news:32bhlhF3jnrjkU1@individual.net...
>>I have read on this group some people stack workers together and
>>use them all at the same time instead of using one or two wrokers
>>on a city at one time.
>>
>> I was just wondering what most people thought was the most
>> effective strategy ?. If you do stack them then how long do you
>> spend imroving the area around one city before moving on to the
>> next ?.

Once I have enough workers, I stack them enough to complete their
job(s) in one turn. So different jobs need different size stacks. As
for determining which tiles need to be worked, you should be working
tiles that are currently in use and tiles that will soon be used.

> Big stacks of workers are for later in the game. Early on, you
> want one or two per city developing your core and expanding the
> road network.
>
> The speed is proportional to how many workers are doing the same
> thing on the same tile. Two workers can get a job done in 1/2 the
> time. Three in 1/3 the time... etc. There are rounding problems to
> consider however. So something that takes 6 turns can be done
> effectively with 2 or 3 workers but adding a 4th is wasteful
> because of the rounding.

That's not true. A fourth worker will not get the work done any
earlier, but it will free up some of the workers on the turn of
completion. It's not usually worth it IMO, but definitely not useless.

--
ICQ: 8105495
AIM: KeeperGFA
EMail: thekeeper@canada.com
"If we did the things we are capable of,
we would astound ourselves." - Edison
 
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On Wed, 15 Dec 2004 19:30:20 +0000, burchill <burchill@btinternet.com>
wrote:

>I have read on this group some people stack workers together and use
>them all at the same time instead of using one or two wrokers on a city
>at one time.
>
>I was just wondering what most people thought was the most effective
>strategy ?. If you do stack them then how long do you spend imroving
>the area around one city before moving on to the next ?.
>
>Any help appreciated.


I believe in producing lots of workers. I usually use the first one
with the capital city only. It will be busy for a very long time.
Then I make one or two that do nothing but link cities. then I
produce at least one per city and after that I set them to automatic
and leave them alone until all cells are road-covered, at which time I
move them all to one corner of the empire and wait on railroads.


Buck
--
For what it's worth.
 
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On Wed, 15 Dec 2004 22:26:42 -0500, Buck <iam@this.site> wrote:

>I believe in producing lots of workers. I usually use the first one
>with the capital city only. It will be busy for a very long time.
>Then I make one or two that do nothing but link cities. then I
>produce at least one per city and after that I set them to automatic
>and leave them alone until all cells are road-covered, at which time I
>move them all to one corner of the empire and wait on railroads.

Geh. Auto-improve tends to be a bad move. While the AI doesn't do too
horrible, it's far from the smartest with improvement strategies.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Protect free speech: http://stopfcc.com/
 
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On Wed, 15 Dec 2004 19:29:35 -0800, Dark Tyger
<darktiger@somewhere.net> wrote:

>On Wed, 15 Dec 2004 22:26:42 -0500, Buck <iam@this.site> wrote:
>
>>I believe in producing lots of workers. I usually use the first one
>>with the capital city only. It will be busy for a very long time.
>>Then I make one or two that do nothing but link cities. then I
>>produce at least one per city and after that I set them to automatic
>>and leave them alone until all cells are road-covered, at which time I
>>move them all to one corner of the empire and wait on railroads.
>
>Geh. Auto-improve tends to be a bad move. While the AI doesn't do too
>horrible, it's far from the smartest with improvement strategies.

I sometimes micromanage a few workers, usually to connect cities and
get certain luxuries and resources. When I have a lot of workers in
one city restricted to that city only, a lot of work gets done pretty
efficiently even without my managing them.


Buck
--
For what it's worth.
 
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On Wed, 15 Dec 2004 22:43:17 -0500, Buck <iam@this.site> wrote:

>>Geh. Auto-improve tends to be a bad move. While the AI doesn't do too
>>horrible, it's far from the smartest with improvement strategies.
>
>I sometimes micromanage a few workers, usually to connect cities and
>get certain luxuries and resources. When I have a lot of workers in
>one city restricted to that city only, a lot of work gets done pretty
>efficiently even without my managing them.

It's not about the work getting done. It's about the -right- work
getting done. The AI isn't really the smartest about figuring out
which improvements make the best use of which tiles, nor what to build
to help round out areas the city is lacking production. If you have a
huge surplus of food, why not switch a few farms to mines where
they're buildable, for example? You can "get by" fine without
micromanaging, but micromanaging will make a big difference in the
long run.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Protect free speech: http://stopfcc.com/
 
Archived from groups: alt.games.civ3 (More info?)

On Wed, 15 Dec 2004 17:52:12 -0600, Jeffery S. Jones
<jeffsj@execpc.com> wrote:


> Road building is a special situation for handling workers. On one
>turn, move enough workers into an unroaded square to complete the road
>in one turn (or two turns, if I can't get enough for one turn). Don't
>move more -- any other nearby workers can irrigate or mine. Next
>turn, some of those will be free to move onto the newly road-equipped
>square, and the road-making stack moves on to another unroaded square
>to repeat this process. Another option is to have another road-making
>stack, which moves through the newly made road square and on to the
>next unroaded square, creating a road by a leapfrog sort of process.
>
> But that could be considered a case of making a stack for road
>building only, and using other worker groups for other things. The
>thing is, road making takes longer on tougher terrain, and so needs
>more workers on the job in order to do it quickly, so a fixed size
>stack isn't ideal.
>
> Railroading is a similar process, except that as it is build on top
>of roads, the leapfrogging process doesn't require a delay of a turn
>in order to keep it going. With enough workers, you can complete any
>length of rails on top of an existing road net, with all the workers
>starting on the end point.

Hearing you talk about road building made me realize I use different
strategies for building railroads. Often at about the time of
steampower I will build a worker or two from all size 12 cities.

If I am at threat of war I will quickly lay a criss cross railroad
pattern. The idea being to get Calvary to all edges of my civ as
quick as possible. This is a high priority and I may assign 6-15
workers to accomplish this task. I might occasionally skip over
hills and mountains to speed the process. If I freshly conquered a
civ this is important because the AI will probably attack there first.

If I am near to building wonder I will quickly railroad my most
productive city. There are some very good wonders like Hoover Dam and
Theory of Evolution. If I can railroad all the mines and get those
wonders it get vastly improve my civ. I will move as many workers
necessary to complete this by the early stages of building the wonder.
I found getting shields early in the building works best.

If I freshly conquered a civ I will get working building those up.

If none of the above I will evenly spread out workers through my
cities working mines first. Then eventually begin to connect the
cities. Once I research replaceable parts it will all come together
anyway.
 
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On Wed, 15 Dec 2004 19:29:35 -0800, Dark Tyger
<darktiger@somewhere.net> wrote:

>On Wed, 15 Dec 2004 22:26:42 -0500, Buck <iam@this.site> wrote:
>
>>I believe in producing lots of workers. I usually use the first one
>>with the capital city only. It will be busy for a very long time.
>>Then I make one or two that do nothing but link cities. then I
>>produce at least one per city and after that I set them to automatic
>>and leave them alone until all cells are road-covered, at which time I
>>move them all to one corner of the empire and wait on railroads.
>
>Geh. Auto-improve tends to be a bad move. While the AI doesn't do too
>horrible, it's far from the smartest with improvement strategies.

Whenever I take an AI city I always have to redo all the terrain. I
have seen cities where every grassland square was irrigated.
 
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"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message news:hji1s0tlvago0a2081nco9ch1kugoddihp@4ax.com...

> The wonder race benefits from single high productivity cities. You
> get those by improving the city so it grows fast (irrigation) and has
> plenty of shields (mine). To maximize this, you need a lot of workers
> fixing up that city. If the city can grow above size 6, some of the
> workers should be added to the city to speed up its growth.
>
> This type of one-city rush focus isn't so important later on.

Oh, yes, it is. I routinely do such things to rush JSBC and ToE.
As a amtter of fact after I acquire steam power my next priority
becomes ToE at any cost. Usually a doezen of workers serves
a single city building ToE.

Virtually in all my games (Deity) ToE serves as a point of no return,
that is where I make a run away. My philosopy is to keep low profile
until a certain moment in the game. AI does not bother to attack someone
who is not percieved as threat. For that reason it is a good idea to make
a quick "run-away" before which you are sitting quietly in the bottom part
of power graph and after which you are the undisputed world leader.
Before that nobody wants to attack you, after that nobody dares.

In my case (Americans) this run-away phase usually begins from steam
power, through sanitation (I inetionally plase my cities sparsely to
get maximum effect), ToE, Hoover Dam and culminates in golden age
triggerd by F15 or SETI. ToE serves as a detonator, all my workers
must go help there. The resulting explosion of power is just azmaing.


> The
> only exception would be a well placed Forbidden Palace city, created
> in an undeveloped but strategically useful position. Its lack of
> corruption would mean that production enhancements would be most
> effective there.
 
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On Thu, 16 Dec 2004 03:06:38 GMT, "alex" <invalid@invalid.invalid>
wrote:

>
>"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message news:hji1s0tlvago0a2081nco9ch1kugoddihp@4ax.com...
>
>> The wonder race benefits from single high productivity cities. You
>> get those by improving the city so it grows fast (irrigation) and has
>> plenty of shields (mine). To maximize this, you need a lot of workers
>> fixing up that city. If the city can grow above size 6, some of the
>> workers should be added to the city to speed up its growth.
>>
>> This type of one-city rush focus isn't so important later on.
>
>Oh, yes, it is. I routinely do such things to rush JSBC and ToE.
>As a amtter of fact after I acquire steam power my next priority
>becomes ToE at any cost. Usually a doezen of workers serves
>a single city building ToE.

By the time those wonders come around, I should already have a size
12+ city which has maximized development. I don't need to focus
workers on improving just one city.

The introduction of railroads kind of works like that, but mostly,
the workers are already somewhere near the core cities, so it makes
sense to put in the railroads around them first. But it is putting in
rails, not emphasing production for a wonder, which is the important
thing.


--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message news:lf42s0dpisatqv557ci4ovdoikls3i5vp9@4ax.com...
> On Thu, 16 Dec 2004 03:06:38 GMT, "alex" <invalid@invalid.invalid>
> wrote:
>
> >
> >"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message news:hji1s0tlvago0a2081nco9ch1kugoddihp@4ax.com...
> >
> >> The wonder race benefits from single high productivity cities. You
> >> get those by improving the city so it grows fast (irrigation) and has
> >> plenty of shields (mine). To maximize this, you need a lot of workers
> >> fixing up that city. If the city can grow above size 6, some of the
> >> workers should be added to the city to speed up its growth.
> >>
> >> This type of one-city rush focus isn't so important later on.
> >
> >Oh, yes, it is. I routinely do such things to rush JSBC and ToE.
> >As a amtter of fact after I acquire steam power my next priority
> >becomes ToE at any cost. Usually a doezen of workers serves
> >a single city building ToE.
>
> By the time those wonders come around, I should already have a size
> 12+ city which has maximized development. I don't need to focus
> workers on improving just one city.
>
> The introduction of railroads kind of works like that, but mostly,
> the workers are already somewhere near the core cities, so it makes
> sense to put in the railroads around them first. But it is putting in
> rails, not emphasing production for a wonder, which is the important
> thing.

I am talking about yhe situation when WoW race is real, 1-2 turns make a
difference. As I explained, ToE makes a big difference in my game,
everything is uncertain, often including many Universal Suffrages
in progress.

In 60% of my games Scientific method is not my own, comes from someone
through rtade or theft. In such situations railroading is not enough,
I mine everything, let the city starve. As I explained, ToE is a detonator
worth roughly 25,000 gold for me and world leadership in the nearest future.

But, then again, there are different approaches. After all my point
coincided with yours: worker rules.
 
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On Thu, 16 Dec 2004 05:03:21 GMT, "alex" <invalid@invalid.invalid>
wrote:

>I am talking about yhe situation when WoW race is real, 1-2 turns make a
>difference. As I explained, ToE makes a big difference in my game,
>everything is uncertain, often including many Universal Suffrages
>in progress.
>
>In 60% of my games Scientific method is not my own, comes from someone
>through rtade or theft. In such situations railroading is not enough,
>I mine everything, let the city starve. As I explained, ToE is a detonator
>worth roughly 25,000 gold for me and world leadership in the nearest future.
>
>But, then again, there are different approaches. After all my point
>coincided with yours: worker rules.

I use the Theory of Evolution to get me to the Hoover Dam before
anyone else. I always need to worry about the AI switching from
another wonder to the one you want and completing in one turn.

I also use a high productive city to build small wonders and armies.
 
Archived from groups: alt.games.civ3 (More info?)

>
> >I am talking about yhe situation when WoW race is real, 1-2 turns make a
> >difference. As I explained, ToE makes a big difference in my game,
> >everything is uncertain, often including many Universal Suffrages
> >in progress.
> >
> >In 60% of my games Scientific method is not my own, comes from someone
> >through rtade or theft. In such situations railroading is not enough,
> >I mine everything, let the city starve. As I explained, ToE is a detonator
> >worth roughly 25,000 gold for me and world leadership in the nearest future.
> >
> >But, then again, there are different approaches. After all my point
> >coincided with yours: worker rules.
>
> I use the Theory of Evolution to get me to the Hoover Dam before
> anyone else. I always need to worry about the AI switching from
> another wonder to the one you want and completing in one turn.
>
> I also use a high productive city to build small wonders and armies.

Dear P12,
Please leave that level. I admire your posts in this c3 NG, just move
to Deity/Sid. Deity is easy in this current implementation, try Sid.
I am not kidding, the joy increases enormously.
 
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On Thu, 16 Dec 2004 05:36:44 GMT, "alex" <invalid@invalid.invalid>
wrote:

>Dear P12,
> Please leave that level. I admire your posts in this c3 NG, just move
> to Deity/Sid. Deity is easy in this current implementation, try Sid.
> I am not kidding, the joy increases enormously.

When I tried moving up I didn't like it. The AI was constantly
declaring war on me. I did win but I can't say I enjoyed it. When I
went to go build my first city beside the capitol Germany declared war
on me. That was in PTW on Emperor which was I think the second
highest level. I think I tried a higher level on Conquest once and my
neighbors already had like 5 cities before I could build one. I could
try adjusting the aggression level but I don't feel I should have too.
Right now I play Monarch which I have never lost at but I enjoy
playing it.
 
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"P12" <nowhere@all.com> wrote in message news:b3b2s0dcm4ju7gdvc0b3be8jf6gn9gqbiu@4ax.com...
> On Thu, 16 Dec 2004 05:36:44 GMT, "alex" <invalid@invalid.invalid>
> wrote:
>
> >Dear P12,
> > Please leave that level. I admire your posts in this c3 NG, just move
> > to Deity/Sid. Deity is easy in this current implementation, try Sid.
> > I am not kidding, the joy increases enormously.
>
> When I tried moving up I didn't like it. The AI was constantly
> declaring war on me. I did win but I can't say I enjoyed it. When I
> went to go build my first city beside the capitol Germany declared war
> on me.

Germany is a singular case. I lose when Germany is next to me.

> That was in PTW on Emperor which was I think the second
> highest level. I think I tried a higher level on Conquest once and my
> neighbors already had like 5 cities before I could build one. I could
> try adjusting the aggression level but I don't feel I should have too.

You do not have to. Agression level is not only against you...

> Right now I play Monarch which I have never lost at but I enjoy
> playing it.

I hate to say it, but what I meant is really what I did. Try a couple
of levels above Monarch. Mind you, me was very uncomfortable too.
Just give it a try, You'll see the difference between "the game" and
"the Machiavellian game". You know the game, P12, it will work out.
I really mean you'll rejoice. Daran explained the basics to me right
here in a.g.c.3., I want to share the joy with the rest of you guys.
 
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Jeffery S. Jones <jeffsj@execpc.com> wrote in
news:hji1s0tlvago0a2081nco9ch1kugoddihp@4ax.com:

[snip]
> The wonder race benefits from single high productivity cities.
> You
> get those by improving the city so it grows fast (irrigation) and
> has plenty of shields (mine). To maximize this, you need a lot of
> workers fixing up that city. If the city can grow above size 6,
> some of the workers should be added to the city to speed up its
> growth.

This is an important and probably overlooked purpose for workers.
After size 7, city growth costs more food. So it often better to have
a worker/settler factory which can supply population to your other
cities.
When possible I try to plan the 12 tiles I will be using for a city
and once they are improved, then the worker(s) can join the city.
Since it will be stuck at size 12 for a while anyways, there is little
point in improving more tiles at that moment.
You save on gold, get more productive cities faster, and so long as
you use the opportunity to get yourself some slave labor you don't have
to lose anything.

--
ICQ: 8105495
AIM: KeeperGFA
EMail: thekeeper@canada.com
"If we did the things we are capable of,
we would astound ourselves." - Edison
 
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On Thu, 16 Dec 2004 00:15:40 -0500, P12 <nowhere@all.com> wrote:

>> Railroading is a similar process, except that as it is build on top
>>of roads, the leapfrogging process doesn't require a delay of a turn
>>in order to keep it going. With enough workers, you can complete any
>>length of rails on top of an existing road net, with all the workers
>>starting on the end point.

....or anywhere along the path.

> If I am at threat of war I will quickly lay a criss cross railroad
> pattern. The idea being to get Calvary to all edges of my civ as
> quick as possible. This is a high priority and I may assign 6-15
> workers to accomplish this task.

Ah, but you don't need a criss-cross, you just need a central railroad
along the longish-axis of your country, and then spurs off to each of the
towns from that. Once you have that, _then_ add a second path between the
ends of the spurs if you want, but that's not really necessary.

Mountains can be avoided almost always doing this.

> I might occasionally skip over
> hills and mountains to speed the process. If I freshly conquered a
> civ this is important because the AI will probably attack there first.

OK, but with roads and a decent rail system, you can get close to the
spot by rail, and the last couple moves by road and still get anywhere
in one turn, yes? If you're reacting to an invasion, that's going to
get your defenses where they need to be. More RR than that is nice,
but it's not necessary for defensive or other troop-moving purposes.

Dave Hinz
 
Archived from groups: alt.games.civ3 (More info?)

In article <ctj1s0tufrv06in8b1gtjmjih0otgb7ruc@4ax.com>, nowhere@all.com
says...
>
> I don't stack workers until later in the game.
>

I stack workers a lot. However, while I know how to move a lot of
workers as a stack, I haven't figured out how to give a command (say
'clear jungle') to a stack of 16 workers. Doing it manually, if you're
just rolling across the Congo, is RSI material (and I eventually give up
and allocate a whole lot of the little guys to do it automatically
<shift-W> , after I get 'replacable parts').

But in the back of my mind I have this idea that I was able to issue a
single command to a stack of workers; that I've just forgotten how ...
<sigh>

I play Conquests, b.t.w.

-Peter
 
Archived from groups: alt.games.civ3 (More info?)

On Sat, 18 Dec 2004 10:49:52 +1300, Peter Huebner
<no.one@this.address> wrote:

>In article <ctj1s0tufrv06in8b1gtjmjih0otgb7ruc@4ax.com>, nowhere@all.com
>says...
>>
>> I don't stack workers until later in the game.
>>
>
>I stack workers a lot. However, while I know how to move a lot of
>workers as a stack, I haven't figured out how to give a command (say
>'clear jungle') to a stack of 16 workers. Doing it manually, if you're
>just rolling across the Congo, is RSI material (and I eventually give up
>and allocate a whole lot of the little guys to do it automatically
><shift-W> , after I get 'replacable parts').
>
>But in the back of my mind I have this idea that I was able to issue a
>single command to a stack of workers; that I've just forgotten how ...
><sigh>
>
>I play Conquests, b.t.w.

I wish I could issue mass orders. But you can't. There is no
group-order other than the move-stack orders.

No all-stack attack.

No all-stack bombard. The auto-bombard thing is nice, but it is
simply a "repeat attack each turn" command, not a stack command (and
it won't work if you have units set to cancel orders for an enemy, if
there are any enemy units adjacent to the artillery).

And of course, no stack commands for workers.
--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message
news:e6s6s09g5dvb5egi1joq44hka3nljgj88r@4ax.com...
> On Sat, 18 Dec 2004 10:49:52 +1300,,

<snip>

> I wish I could issue mass orders. But you can't. There is no
> group-order other than the move-stack orders.
>
> No all-stack attack.
>
Actually there is an all stack attack. It's the same advanced button you
use to move the stack, just use it to attack. It works in the following
way. Select a unit in your stack. Decide if you want only a certain type
of unit or all to attack. Press the corresponding advanced button (located
above the info box). Drag the movement line to where you want to attack.
Then the chosen units will attack one by one. If the enemy is killed off in
that square then all units that have not yet attacked will move to that
square.

One side note on this technique, not all units in the stack will have a
visible animation. You will see the enemy units defending, but none of your
units appear to attack. Could be limited to my now "lower end" system
however.
 
Archived from groups: alt.games.civ3 (More info?)

On Sat, 18 Dec 2004 03:35:55 GMT, "Tzar Sasha"
<tzar_sasha@sbcglobal.net> wrote:

>
>"Jeffery S. Jones" <jeffsj@execpc.com> wrote in message
>news:e6s6s09g5dvb5egi1joq44hka3nljgj88r@4ax.com...
>> On Sat, 18 Dec 2004 10:49:52 +1300,,
>
><snip>
>
>> I wish I could issue mass orders. But you can't. There is no
>> group-order other than the move-stack orders.
>>
>> No all-stack attack.
>>
>Actually there is an all stack attack. It's the same advanced button you
>use to move the stack, just use it to attack. It works in the following
>way. Select a unit in your stack. Decide if you want only a certain type
>of unit or all to attack. Press the corresponding advanced button (located
>above the info box). Drag the movement line to where you want to attack.
>Then the chosen units will attack one by one. If the enemy is killed off in
>that square then all units that have not yet attacked will move to that
>square.
>
>One side note on this technique, not all units in the stack will have a
>visible animation. You will see the enemy units defending, but none of your
>units appear to attack. Could be limited to my now "lower end" system
>however.

I didn't know you could do that. I'll need to try it.


--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

> > Right now I play Monarch which I have never lost at but I enjoy
> > playing it.
>
> I hate to say it, but what I meant is really what I did. Try a couple
> of levels above Monarch. Mind you, me was very uncomfortable too.
> Just give it a try, You'll see the difference between "the game" and
> "the Machiavellian game". You know the game, P12, it will work out.
> I really mean you'll rejoice. Daran explained the basics to me right
> here in a.g.c.3., I want to share the joy with the rest of you guys.

monarch is also the level im "stuck" on, if i get a good start i normaly
always win. If i get an average start, its a good fight to catch up and win.
Bad starts = starting next to aztecs, zulus arabs or germans and dying
within 10 turns

Tried Empire level is next to imposible to get into the AD's for me, dont
know why.

--
From Adam Webb, Overlag
www.tacticalgamer.com
CS:SOURCE server now active 😀


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