AI-Managed Moods or Manual Control?

WacktheMedic

Chieftain
Joined
Jul 12, 2006
Messages
46
In all of my Civ 3 games, I set my governor to automatically manage my citizens moods. When I maintain an empire 80-100 cities large, individual dealings become too tedious. Am I losing a lot by doing this? I know taxmen, scientists, and etc. are very useful, but if I did not do this, most of my cities would be in civil disorder.
 
Ah, if you are suffering from war-weariness it'll just keep getting worse. You need to win your war, make peace, or keep putting the slider up.
 
Actually, the cities far far away from your capital are almost completely corrupt.

That means only very few commerce is going anywhere, including lux. Even running 100% LUX is not going to help if all the city does is produce 1 uncorrupted commerce.

Use the lux slider, only to keep your core cities and semi-core cities from rioting.

The outer cities should be turned into specialist farms.

If you are doing it right, these specialist farms shouldn't need any attention from you after you set them up. (once)
 
Using a tool like civassist will help in this. You can set an allert that will tell you a city will fall into disorder the next turn, that way you won't have to check yourselve every turn. Automanager is a huge waste, so try to do it yourselve. Sience farms work great, get a city to size 6 or so then turn citizens into scientist and stay at 0fpt, that way the city will never be in disorder and you get lot of science.
 
When creating science farms, should the town be set to build aquaducts/hospitals?

Scientist farms! Or more generally: specialist farm. As you could also make taxman and get gold from them.

Larger cities have happiness problems, you'd have to pay upkeep for the aquaduct, the hospital, AND the temple/cathedral etc, to deal with the unhappiness.

Science farms are build city-tile-city-tile etc. You still get 1 uncorrupted commerce per city, 1 free unit upkeep in republic, and 1 gold from wealth turning the one unwasted shield into 1 gold. So more cities does more for you in the end.

I suppose, if you have enough lux resources, you could make size 7 and size 9 (with rail) science farms assuming they are grassland based. But it would take 100 turns t0 build the aquaduct. by the time it is completed, you have almost finished the game. And its usually not worth spending gold to rush it.
 
Leave them size 6, but if on a river then they can be bigger, (almost*) never build hospitals in corrupt zones, it's a waste. Make everyone that is not making just enough food to keep the place fed a sci/tax and don't build anything there except maybe a market in your bigger than 6 towns.

Don't forget the entertainment slider is subject to corruption, as MAS said, but luxuries are not subject to corruption, so a lux conected to all cities will count equally in all cities, which is why the entertainment slider is a necessary but temporary solution to serious happiness problems. You're at war, capture some luxuries for the people back home.

And, anytime you use automation of any kind, it is wasteful.

Here is a shot of a modern science farm, on a river with all the luxuries, no improvements are necessary and you won't need to check ever again unless you want to. With less luxuries a market might be necessary, but that's it.

The five people make all the food needed, the other seven generate science.



* you only build hospitals in corrupt towns when you are trying to "milk" the score for the highest possible score, please refer to Maximizing your score by SirPleb
 
With replaceable parts, you get the wonderful civil engineer, which can create aqueducts in corrupt towns reasonably fast, especially if you are agricultural, which means you can grow those corrupt towns to larger than 6 if you want. But I would certainly not spend money rushing an aqueduct.

As for hospitals... only in the case where you have an extremeley corrupt city on floodplains with wheat, I think.
 
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