Archived from groups: alt.games.civ3 (More info?)
This is an observation open for discussion:
-----------------
Background:
I am playing a modified version of Rise and Rule with the following
changes made to USA (was America):
Added Scientific Bonus,
Changed Free Techs to: Writing, Masonry, Alphabet
and Being American.
General changes:
I changed the minimum research time from 1 to 4 turns
for advancement study. (While it is nice to have more
advances and a shorter time frame to acquire a new
advance, I found in the past that by the time I could build
a wonder, it was obsolete.
The settings I used are: Standard size world, Sedentary Barbarians,
Archipelago 70% water, Random climate, temperature and age. (I
deleted the game so I don't have the specific world number.)
Difficulty Level: Regent.
My typical order of research starts: Mysticism (build shrine and
Oracle), Dynasticism (Get Monarch Govt), Construction, and Literature
(Get the Great Library.)
----------------
The problem:
In this last game I started, I have run into two problems, both of
which are related to the Dynasticism science.
First of all, the game updates my settlers to Pioneers/Hardy Pioneers
which requires populations of two or three to build. However, at this
time, my cities are unable to grow above two so I can't produce
settlers. In the meantime, the opponent, in this case, England, is
able to produce settlers and grow. In my case, I received one city
from a hut and settled one city. However, all production from those
two cities was halted after completing the Hardy Pioneers as the
population would not allow me to continue. In the meantime, England
continued to populate the island leaving me with no more room to grow.
The second problem I encountered was what happened when I took on the
Monarch government. I was producing the Oracle and had 18 turns left.
Five turns later, when I converted to Monarchy, the Oracle showed 36
turns remaining and the next turn it dropped to 24 and steadily
declined at a 1:1 ratio with turns. Since my Hardy Clan productions
were converted to Hardy Pioneers, the production time was increased
with them, but I don't know how much was actually lost in the
transformation.
My understanding is that production is supposed to increase with
Monarchy, not decrease.
The changes in the editor are: (Chieftain/Monarchy) Worker Efficiency
- 50/100; Rate Cap - 50/60; Tile Penalty - yes/no; MP Limit - 3/3;
Corruption - Rampant/Rampant; Cost per unit - 1/1; Free units - 3/2;
Town - 1/2; City - 2/2; Metropolis - 2/3.
-----------------------
I don't see any reason for the loss of production. Since it has been
consistent that I lose production when changing to Monarchy, there
must be a reason. As for the advancement of settlers to the higher
population cost, I have, at least for the time being, removed USA from
the Pioneer/Hardy Pioneer units. It obviously won't affect the started
game so I am starting another.
While I would like to complain that the Hardy Pioneer is too expensive
population wise, the truth is that the Hardy Clan and Hardy Cultivator
are units designed to reduce the population requirements from the
original Conquest game. Under the original rules I would not have
been able to grow the two cities I had.
I didn't have any unhappy citizens so production wasn't lost for that,
There was no corruption in the Capital which was building the Oracle
so that wasn't the loss, Therefore I am at a loss as to what the
problem was.
Buck
--
For what it's worth.
This is an observation open for discussion:
-----------------
Background:
I am playing a modified version of Rise and Rule with the following
changes made to USA (was America):
Added Scientific Bonus,
Changed Free Techs to: Writing, Masonry, Alphabet
and Being American.
General changes:
I changed the minimum research time from 1 to 4 turns
for advancement study. (While it is nice to have more
advances and a shorter time frame to acquire a new
advance, I found in the past that by the time I could build
a wonder, it was obsolete.
The settings I used are: Standard size world, Sedentary Barbarians,
Archipelago 70% water, Random climate, temperature and age. (I
deleted the game so I don't have the specific world number.)
Difficulty Level: Regent.
My typical order of research starts: Mysticism (build shrine and
Oracle), Dynasticism (Get Monarch Govt), Construction, and Literature
(Get the Great Library.)
----------------
The problem:
In this last game I started, I have run into two problems, both of
which are related to the Dynasticism science.
First of all, the game updates my settlers to Pioneers/Hardy Pioneers
which requires populations of two or three to build. However, at this
time, my cities are unable to grow above two so I can't produce
settlers. In the meantime, the opponent, in this case, England, is
able to produce settlers and grow. In my case, I received one city
from a hut and settled one city. However, all production from those
two cities was halted after completing the Hardy Pioneers as the
population would not allow me to continue. In the meantime, England
continued to populate the island leaving me with no more room to grow.
The second problem I encountered was what happened when I took on the
Monarch government. I was producing the Oracle and had 18 turns left.
Five turns later, when I converted to Monarchy, the Oracle showed 36
turns remaining and the next turn it dropped to 24 and steadily
declined at a 1:1 ratio with turns. Since my Hardy Clan productions
were converted to Hardy Pioneers, the production time was increased
with them, but I don't know how much was actually lost in the
transformation.
My understanding is that production is supposed to increase with
Monarchy, not decrease.
The changes in the editor are: (Chieftain/Monarchy) Worker Efficiency
- 50/100; Rate Cap - 50/60; Tile Penalty - yes/no; MP Limit - 3/3;
Corruption - Rampant/Rampant; Cost per unit - 1/1; Free units - 3/2;
Town - 1/2; City - 2/2; Metropolis - 2/3.
-----------------------
I don't see any reason for the loss of production. Since it has been
consistent that I lose production when changing to Monarchy, there
must be a reason. As for the advancement of settlers to the higher
population cost, I have, at least for the time being, removed USA from
the Pioneer/Hardy Pioneer units. It obviously won't affect the started
game so I am starting another.
While I would like to complain that the Hardy Pioneer is too expensive
population wise, the truth is that the Hardy Clan and Hardy Cultivator
are units designed to reduce the population requirements from the
original Conquest game. Under the original rules I would not have
been able to grow the two cities I had.
I didn't have any unhappy citizens so production wasn't lost for that,
There was no corruption in the Capital which was building the Oracle
so that wasn't the loss, Therefore I am at a loss as to what the
problem was.
Buck
--
For what it's worth.

