R&R: Pioneer and Monarchy

Buck

Distinguished
May 10, 2004
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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.
 
Archived from groups: alt.games.civ3 (More info?)

Buck <iam@this.site> wrote in
news:4clit0t33ie46tdhdh3ip97e72iqakc8d4@4ax.com:
[snip]
>
> 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.

Have you checked the simple answer - your city workers are working
on different tiles. Upon changing to Monarchy, the resource penalty is
removed so your governor often moves people around to take advantage of
the ability to get more food.

--
ICQ: 8105495
AIM: KeeperGFA
EMail: thekeeper@canada.com
"If we did the things we are capable of,
we would astound ourselves." - Edison
 
Archived from groups: alt.games.civ3 (More info?)

On 3 Jan 2005 19:16:04 GMT, "Kevin 'Keeper' Foster"
<thekeeper@canada.com> wrote:

>Buck <iam@this.site> wrote in
>news:4clit0t33ie46tdhdh3ip97e72iqakc8d4@4ax.com:
>[snip]
>>
>> 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.
>
> Have you checked the simple answer -

No, that's why I asked you folk.

>your city workers are working
>on different tiles. Upon changing to Monarchy, the resource penalty is
>removed so your governor often moves people around to take advantage of
>the ability to get more food.


I wasn't smart enough to consider that. I have made a not in my mind
to save before converting to governments in the future to see what the
results are and if not desired, I can load it back up.

Thanks, some times it is the simple things one overlooks. :)


Buck
--
For what it's worth.
 
Archived from groups: alt.games.civ3 (More info?)

Buck <iam@this.site> wrote in message
ttijt0de4jhr3bohphv05j2gfvuvshv7qh@4ax.com...
> On 3 Jan 2005 19:16:04 GMT, "Kevin 'Keeper' Foster"
> <thekeeper@canada.com> wrote:
>
> >Buck <iam@this.site> wrote in
> >news:4clit0t33ie46tdhdh3ip97e72iqakc8d4@4ax.com:
> >[snip]
> >>
> >> 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.
> >
> > Have you checked the simple answer -
>
> No, that's why I asked you folk.
>
> >your city workers are working
> >on different tiles. Upon changing to Monarchy, the resource penalty is
> >removed so your governor often moves people around to take advantage of
> >the ability to get more food.
>
>
> I wasn't smart enough to consider that. I have made a not in my mind
> to save before converting to governments in the future to see what the
> results are and if not desired, I can load it back up.
>
> Thanks, some times it is the simple things one overlooks. :)
>

Well, you can simply check the city the turn you change government, can't
you?

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

On Tue, 04 Jan 2005 18:36:21 GMT, "Alfredo Tutino"
<powernews@libero.it> wrote:

>
>Buck <iam@this.site> wrote in message
>ttijt0de4jhr3bohphv05j2gfvuvshv7qh@4ax.com...
>> On 3 Jan 2005 19:16:04 GMT, "Kevin 'Keeper' Foster"
>> <thekeeper@canada.com> wrote:
>>
>> >Buck <iam@this.site> wrote in
>> >news:4clit0t33ie46tdhdh3ip97e72iqakc8d4@4ax.com:
>> >[snip]
>> >>
>> >> 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.
>> >
>> > Have you checked the simple answer -
>>
>> No, that's why I asked you folk.
>>
>> >your city workers are working
>> >on different tiles. Upon changing to Monarchy, the resource penalty is
>> >removed so your governor often moves people around to take advantage of
>> >the ability to get more food.
>>
>>
>> I wasn't smart enough to consider that. I have made a not in my mind
>> to save before converting to governments in the future to see what the
>> results are and if not desired, I can load it back up.
>>
>> Thanks, some times it is the simple things one overlooks. :)
>>
>
>Well, you can simply check the city the turn you change government, can't
>you?
>
>Alfredo
>

Yes, but I find it most difficult to keep up with micromanaging
workers in cities. When I try to do that I get riots. I tell the
governor to manage moods and maximize production, but I get the
feeling they ignore me and maximize food instead. I have never seen a
difference in any other setting except where they manage moods. If
they don't I get riots.

I have in the past played where every USA city had a "new" city as
well. Micromanaging workers and governments takes a long time in
large countries. (yes, I used mods to help me get that many)

Previously I have doubled the maximum number of cities and
civilizations for each world size. I also doubled the distance between
cities for each world size as well. While the AI can't possibly do
that with all civs played, when playing only a few it makes a
difference. There is nothing more aggravating than using an
archipelago 70% water with one opponent and that opponent shows up on
your island with you!

I now play R&R with the settings described in the OP.

Back to your question. I didn't think to look at worker placement. I
have in the past modified their placements when a governor changed
them after a growth to finish a wonder when I knew I was in a race,
but it hadn't occurred to me that the government changed the
arrangement when changing governments.


Buck
--
For what it's worth.
 
Archived from groups: alt.games.civ3 (More info?)

> Back to your question. I didn't think to look at worker placement. I
> have in the past modified their placements when a governor changed
> them after a growth to finish a wonder when I knew I was in a race,
> but it hadn't occurred to me that the government changed the
> arrangement when changing governments.
>

Mine was just a suggestion, of course. In fact, I do not dislike
micro-management as much as you seem to. And I dislike re-loading...

We all play for fun, I hope, and you're the only one who knows how you can
best get it!

Happy new year (anyway)!

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

On Mon, 03 Jan 2005 10:51:00 -0500, Buck <iam@this.site> wrote:

>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


I am not sure I can explain away all you are saying. One factor I
can explain is your change in production after switching governments.
When you switch to Anarchy there is a food loss that occurs. Your
governors will switch all your citizens to work food squares so your
people won't starve. Since production is zero anyway you don't really
noticed they switched. After you switch to Monarchy you need to reset
your governors to get the back working production squares. It looks
after one turn they did switch some. The city may be trying to
rebuild its population lost during Anarchy or it might have just found
better squares to work. Once you switch out of the first government
there are less penalties for certain squares.

Your population should be growing or you need to go back and study the
civpedia again. The terrain and required food are not even close to
the same. Your neighbor could have researched one of the techs that
show pigs on the map for instance. That would give them extra food
you don't see. I think you need three food per citizen. I found it
best to always go for the "hardy" settler types. These can go
anywhere, cost less population, but cost more shields. Study your
terrain types some more. I believe you can do things like mine flood
plains and forests. Things like that can give you some really nice
cities.
 
Archived from groups: alt.games.civ3 (More info?)

On Tue, 04 Jan 2005 13:53:24 -0500, Buck <iam@this.site> wrote:

>On Tue, 04 Jan 2005 18:36:21 GMT, "Alfredo Tutino"
><powernews@libero.it> wrote:
>
>>
>>Buck <iam@this.site> wrote in message
>>ttijt0de4jhr3bohphv05j2gfvuvshv7qh@4ax.com...
>>> On 3 Jan 2005 19:16:04 GMT, "Kevin 'Keeper' Foster"
>>> <thekeeper@canada.com> wrote:
>>>
>>> >Buck <iam@this.site> wrote in
>>> >news:4clit0t33ie46tdhdh3ip97e72iqakc8d4@4ax.com:
>>> >[snip]
>>> >>
>>> >> 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.
>>> >
>>> > Have you checked the simple answer -
>>>
>>> No, that's why I asked you folk.
>>>
>>> >your city workers are working
>>> >on different tiles. Upon changing to Monarchy, the resource penalty is
>>> >removed so your governor often moves people around to take advantage of
>>> >the ability to get more food.
>>>
>>>
>>> I wasn't smart enough to consider that. I have made a not in my mind
>>> to save before converting to governments in the future to see what the
>>> results are and if not desired, I can load it back up.
>>>
>>> Thanks, some times it is the simple things one overlooks. :)
>>>
>>
>>Well, you can simply check the city the turn you change government, can't
>>you?
>>
>>Alfredo
>>
>
>Yes, but I find it most difficult to keep up with micromanaging
>workers in cities. When I try to do that I get riots. I tell the
>governor to manage moods and maximize production, but I get the
>feeling they ignore me and maximize food instead. I have never seen a
>difference in any other setting except where they manage moods. If
>they don't I get riots.
>
>I have in the past played where every USA city had a "new" city as
>well. Micromanaging workers and governments takes a long time in
>large countries. (yes, I used mods to help me get that many)
>
>Previously I have doubled the maximum number of cities and
>civilizations for each world size. I also doubled the distance between
>cities for each world size as well. While the AI can't possibly do
>that with all civs played, when playing only a few it makes a
>difference. There is nothing more aggravating than using an
>archipelago 70% water with one opponent and that opponent shows up on
>your island with you!
>
>I now play R&R with the settings described in the OP.
>
>Back to your question. I didn't think to look at worker placement. I
>have in the past modified their placements when a governor changed
>them after a growth to finish a wonder when I knew I was in a race,
>but it hadn't occurred to me that the government changed the
>arrangement when changing governments.
>
>
>Buck


When you used the governor did you check of "all cities" for each
field? Did you select "default for new cities". Also remember this
won't cover captured cities until you set it again. It doesn't hurt
to reset all your cities every once in a while to make sure they are
doing what you want. Sometimes if they want to grow there is nothing
you can do until they reach their max.

One thing I found about R&R is that I had to build way more workers
than usual. They are really slow. That gave me much better
producing cities than the AI. Don't forget to build improvements
like the forge to get extra shields. And when you cities get large
their is a summer and winter palace to reduce corruption. There is
not need to mod that when it is already built into the game.
 
Archived from groups: alt.games.civ3 (More info?)

On Thu, 06 Jan 2005 01:58:02 -0500, P12 <nowhere@all.com> wrote:

>When you used the governor did you check of "all cities" for each
>field? Did you select "default for new cities". '
Yes,

>Also remember this
>won't cover captured cities until you set it again.
I didn't know this

>It doesn't hurt
>to reset all your cities every once in a while to make sure they are
>doing what you want.
Thanks, I will do this.

> Sometimes if they want to grow there is nothing
>you can do until they reach their max.
>
>One thing I found about R&R is that I had to build way more workers
>than usual. They are really slow. That gave me much better
>producing cities than the AI. Don't forget to build improvements
>like the forge to get extra shields.

I like to double up on these when I build them. In small cities I
don't see a difference, but when the city gets to about 3 or 4
building two of these makes a little difference. I build Worker
Housing and Forge back-to-back when a size 3 city finishes its current
project. I understand about the workers. I have always been one to
build lots of workers. I often build a 'sacrifice' city whose only
job is to build workers and/or troops.

>And when you cities get large
>their is a summer and winter palace to reduce corruption. There is
>not need to mod that when it is already built into the game.
>
While I didn't know this when I first started playing R&R, I did
discover it. However, I promised myself that I would make few mods to
this game and try to play something that at least resembles the
original game rather than a strange version of Sim City lol.

I will probably double the number of opponents and their spacing as
this allows me to play better with fewer or more opponents as I
desire. Sometimes I enjoy playing a tiny world with ten to fifteen
opponents. Life gets really interesting in those games. needless to
say, war in inevitable.

Thanks to you and all others for their comments.
Buck
--
For what it's worth.