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Old Jul 12, 2004, 01:42 AM   #1
JMK
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Angry 2 Great Leaders for a Palace (PTW)

Ref: Civ 3 PTW - Standard World - Continent 80% water.
Got a Great leader and decided to use him to move my palace.
I have done that plenty of time and never had any problem till yesterday!

Required number of sheilds to build a Palace varies from a city to another.
The city I wanted to be my new Capital required 700 sheilds for a Palace.
I though thats was O.K. as I have a Great Leader for rushing this 'Improvement' in no time
Not really in fact my great leader just rushed 600 sheilds, I was short for 100 sheilds or 100 turns to go to complete my Palace !!!
But a couple turns later (after I took a couple more cities) my Palace whent from 98 turns (yes I played a couple turns) to 198 turns! So the value of the improvement increased by 100 sheilds

I seat back I thaught that I will never be able to build a Palace there, what am I going to do with those 602 sheilds?
O.K. great I can use them to build Leonardo's Workshop this is 600 sheilds and should be good, will try to move my capital later to another town where Palace will only cost 600 sheilds or less.
I thaught this was the IDEA but I could not change my building order to a Great Wonder anymore I would have been able to rush Leonardo's Worshop in this city, but could not rush 600 sheilds in front of a palace and use them to build Leonardo workshop after it.

So, go back to the battle and try my best to get another Great Leader to finally build this Palace, it just took me two more turns.
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Old Jul 12, 2004, 04:11 AM   #2
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1 - If you capture cities AFTER rushing your palace, the cost of your palace will increase.

2 - After you rush something, you can't switch it to a wonder.
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Old Jul 12, 2004, 06:45 AM   #3
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Add on to number two - if you cut down a forest, or disband a unit in that town, you cannot switch over to a wonder. Any rushed shields will disallow the wonder to be built.
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Old Jul 12, 2004, 02:17 PM   #4
alamo
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Palace price increase! What's up with that? They must have a government contract!

The price of the palace should be fixed once you start it.

I guess the moral of the story is to hurry with MGL at the end of turn.
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Old Jul 12, 2004, 02:21 PM   #5
sealman
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Quote:
Originally Posted by alamo
Palace price increase! What's up with that? They must have a government contract!

The price of the palace should be fixed once you start it.

I guess the moral of the story is to hurry with MGL at the end of turn.
The value of the palace is based on the number of cities you control. Let's just say it is 100 shields per city. If you have 10 cities, the cost would be 1000 shields. You get a GL and rush the palace. You then continue your attacks and capture another city, the price of the palace is now 1100 and you only spent 1000 when you rushed the GL. Which leads us to the moral which you hit on the head. rush palaces at the end of the turn.
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Old Jul 12, 2004, 02:40 PM   #6
Grille
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Note that the palace price caps at 1000 shields, no matter what. If your palace is worth 1000 shields already, there shouldn't be another 100 shields increment after capturing further cities.

...and if there was, you're taxes are way too high and the gov is running out of useful ideas where to spend the money on...j/k


There's quite an interesting thread about the palace cost relation:
http://forums.civfanatics.com/showth...828#post909828
The formula helps to decide whether you could continue to capture cities after rushing or not.
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Old Jul 13, 2004, 06:40 AM   #7
sealman
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Quote:
Originally Posted by Grille
Note that the palace price caps at 1000 shields, no matter what. If your palace is worth 1000 shields already, there shouldn't be another 100 shields increment after capturing further cities.

...and if there was, you're taxes are way too high and the gov is running out of useful ideas where to spend the money on...j/k


There's quite an interesting thread about the palace cost relation:
http://forums.civfanatics.com/showth...828#post909828
The formula helps to decide whether you could continue to capture cities after rushing or not.
Thanks, I did not know that there was a cap, however I was just using numbers I pulled out of the air to make the point.
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Old Jul 13, 2004, 07:04 AM   #8
JMK
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Quote:
Originally Posted by Grille
There's quite an interesting thread about the palace cost relation:
http://forums.civfanatics.com/showth...828#post909828
The formula helps to decide whether you could continue to capture cities after rushing or not.
Thank you for the above link.
This explains pretty well what happened to me.

Lesson to remember:
Quote:
Originally Posted by Chieftess
1 - If you capture cities AFTER rushing your palace, the cost of your palace will increase.
2 - After you rush something, you can't switch it to a wonder.
RUSH YOUR PALACE AT THE END OF THE TURN, OR DO NOT TAKE CITIES AFTER HAVING RUSHED YOUR PALACE.
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Old Jul 13, 2004, 07:47 AM   #9
Turner
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Quote:
Originally Posted by JMK
Lesson to remember:

RUSH YOUR PALACE AT THE END OF THE TURN, OR DO NOT TAKE CITIES AFTER HAVING RUSHED YOUR PALACE.
Some people don't like leaving the MGL just sitting around, and would rather use and chance to get another....

But you're right...that way it ensures that you don't have happen what happened to you.
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