Scientist OR Taxmen

Chris

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Dec 7, 2003
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Archived from groups: alt.games.civ3 (More info?)

Two big recent question of mine while I still play Civil PTW are:

When your cities begin to have more people then actually squares to work;
What should they be doing?
Im almost always on Monarcy so I have enough police and luxuries to have a
content city without the need of entertainers or funding for it. So is it
Scientists or taxmen?
Is one scientist equal to 10% funding?


Monarcy or Republic?

Is it fair to say, Monarcy = War and expansion
Republic = Peace and harmony and very little
corruption
 
Archived from groups: alt.games.civ3 (More info?)

"Chris" <cf2000@telus.net.invalid> wrote in message
news:imoYc.72185$X12.268@edtnps84...
> Two big recent question of mine while I still play Civil PTW are:
>
> When your cities begin to have more people then actually squares to work;
> What should they be doing?

I've started playing with a little overlap so my cities never get that big
anymore, but I would say that it actually depends on the status of the
individual city.

> Im almost always on Monarcy so I have enough police and luxuries to have a
> content city without the need of entertainers or funding for it. So is
it
> Scientists or taxmen?

Given that choice, I'd have to choose by the city. One city may do better
with a scientist, while another will need the taxmen.

> Is one scientist equal to 10% funding?

No. One scientist in one city produces differently than a scientist in
another city. Scientists provide a few beakers extra per turn, but these
are also affected by library, university, etc...

>
>
> Monarcy or Republic?
>
> Is it fair to say, Monarcy = War and expansion
> Republic = Peace and harmony and very little
> corruption
>

It's fair to say that, but you can be in war just as much in a Republic as
you are in a Monarchy. You can still play a relatively peacefull game in
Monarchy. My most successful game (other than modifying the rules) was to
go from Despotism to Monarchy to Communism. Although Fascism seems like it
could be intersting to do....
 
Archived from groups: alt.games.civ3 (More info?)

"Tzar Sasha" <tzar_sasha@sbcglobal.net> wrote in message news:<QMoYc.8401$FV3.2208@newssvr17.news.prodigy.com>...
> "Chris" <cf2000@telus.net.invalid> wrote in message
> news:imoYc.72185$X12.268@edtnps84...
> > Two big recent question of mine while I still play Civil PTW are:
> >
> > When your cities begin to have more people then actually squares to work;
> > What should they be doing?
>
> I've started playing with a little overlap so my cities never get that big
> anymore, but I would say that it actually depends on the status of the
> individual city.
>

I occansionly have a city that has so many food bonus tiles that it's
going to have specialists even with all land tile mined. (A city near
a lot of wine or sugar) And sometimes I've had to found a city where
the only terraign within CR was grassland, coast, and sea and it had 1
wheat which was enough that after harbors, it's going to have a
specalist even mining everything.

Really, it's not so much the city density that causes specalists but
having irrigation instead of mines, especally post-railroad.

> > Im almost always on Monarcy so I have enough police and luxuries to have a
> > content city without the need of entertainers or funding for it. So is
> it
> > Scientists or taxmen?
>
> Given that choice, I'd have to choose by the city. One city may do better
> with a scientist, while another will need the taxmen.
>
> > Is one scientist equal to 10% funding?
>
> No. One scientist in one city produces differently than a scientist in
> another city. Scientists provide a few beakers extra per turn, but these
> are also affected by library, university, etc...
>

No, in both counts. In PTW (and also in Classic) by default taxmen
produce a flat one gold after corruption and city improvement bonsuses
and a scienctist produces a flat one beaker after corruption and city
improvement bonsueses. (In Conquests taxmen produce 2, Scientists
produce 3, and there's also Enginers [+2 shields but only if NOT
producing a unit] and Police Men [-1 corrupted shield & -1 corrupted
commerce during corruption phase right before max corruption]
appearing in the industrial era.

To determine the best between taxmen & scientists, the easyist is
first switch all to scientists. Then go to the overview, and start
converting scientists to taxmen until the # turns increases. Then
switch that taxmen back to scientists. Be sure you've already settled
on the percent of money going to science that turn.

> >
> >
> > Monarcy or Republic?
> >
> > Is it fair to say, Monarcy = War and expansion
> > Republic = Peace and harmony and very little
> > corruption
> >
>
> It's fair to say that, but you can be in war just as much in a Republic as
> you are in a Monarchy. You can still play a relatively peacefull game in
> Monarchy. My most successful game (other than modifying the rules) was to
> go from Despotism to Monarchy to Communism. Although Fascism seems like it
> could be intersting to do....

Note that Fascism (and Fedualism) are not in PTW.
And Republic has been majorly changed in Conquests. (1/3/4 support but
2X unit support over the limit)
Communism is also a lot more interesting in Conquests. (Extra FP but
FP themselves are less powerful in Conquests. Be sure to have 1.22
Conquests if your going to build these in Conquests, you won't like
the result of building these in the store bought 1.00 Conquests)

If your not a religious civ, in normal circumstances, you really
should only ever be Monarchy / Republic / Fedualism (Conquests only)
in a given game. Decide wisely. (Yes : Monarchy implies a long war
against the same neighbor. Republic implies either peace or a short
series of wars against the same oppoents with 20 turn interludes of
peace with a given oppoent)

As for corruption, Republic and Monarchy have very similar corruption
for a large enough empire. OCN based is the same, but Republic has
lower distance based corruption.