Just make an offer. If your advisor says they will accept it, drop the amount. If he says they won't, raise it a little. Play a little "back and forth" and you will find the minimum required amount.


Originally posted by Padma
Nice job of moving Irrigation up to the northwest. I wouldn't bother irrigating too many desert tiles. They are generally better mined. But ya gotta do some just to get the irrigation up there. Then irrigate some of those plains tiles.
Mostly courtesy. Major diplomatic actions that could have serious impact on the next player are usually left for the next player to accomplish. It's not nice to leave your buddy with a tiger by the tail - at least, if he's not already expecting it.Originally posted by mcdan
Is this a plan so the next player can focus on diplomacy through out the 10 turns? Or is it courtesy? I don't think I could have resisted getting the world map ... or would have know better to save it for the next player.
Yes, Persepolis is in need of irrigation. I know it's *mostly* desert around there, but if we irrigate some of the plains tiles, we can mine the desert and hills - get more production total, while still able to support population. And yes, it cannot grow beyond size 6 until Electricity unless it gets an aquaduct, and irrigation to give it the added food.Padma, Quick Question. I am still on my preturn reviewing all the cities. Is the irrigation mentioned about re: Persepolis and Pasargade - I can see the need to give fresh water to Persepolis. So should I continue the irrigation to the city? (It does seem to be mainly desert tiles) Perse. is building an Aqueduct at the moment but cannot grow past 6 until Electricity - right?
Originally posted by stwils
Hey mcdan,
I just downloaded your save. I see it is named "The Ten Turns."![]()
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Originally posted by mcdan
Guess I deserve that!![]()
What was I thinking ???
Not to worry!Originally posted by mcdan
Thanks Padma - get some rest! Another week of gaming existsReally appreciate you taking the time to answer my questions - esp. with only one or two hours this weekend on line for you.
I'm glad you're learning!
I am really learning in the Ch. TD but it seems the more I play Civ 3, the more I learn, and the less I know! I will be glad when some of this is second nature - hopefully!
stwils is a she.this will make Stwils happy since he said he loves the combat!
Yes, at some point we may replace mines on NON-bonus grassland with irrigation. Remember, Mining Bonus Grassland and Irrigating regular Grassland usually is the optimum mix.Move Zim Worker that has finished mine to grassland with 2 food. Searched for nearby place to irrigate - would that include tearing down a mine and replacing with irrigation?
I can't see the map right now, but I hope you are roading the tiles these workers are passing through. And don't worry about connecting the Spices; luxuries never deplete. So hook 'em up!Four stacked workers near Arbela move one tile E to clear jungle and then hopefully irrigate unless it is grassland - then it is back to mining.
Bapedi worker moves near spices - not to connect though - we are already connected to two spice locations - this is just to clear the jungle and be ready when we do want to connect.
Raising the Lux Tax moves Unhappy citizens to Content, and Content citizens to Happy. It has NO effect on growth. (Unless you are using specialists, in which case raising the Lux Tax lets you put one of them to work in the fields, producing more food.) Generally, the key with raising the Lux Tax is to keep the number of Unhappy citizens in each city from outnumbering the Happy ones - that's when riots occur.I am not very confindent about using the Lux Tax but will raise it a bit to 30% and see if it helps - not disorder but definately some unhappy citizens and- hope it helps the lack of growth.
No growth means just that - there is no surplus food to allow you to grow. Growth in 9999 means you have surplus food, but you are at the current maximum size for that city. Adding an Aquaduct (or Hospital) will allow it to continue growing.Bactra - move one citizen - get Growth in 9999 vs No growth - Well - what a choice!
Hmmm, can a good thing happen to often?"We Love" happens somewhere ... this is costing us too much I fear.
The AI will try to settle anywhere it can. ANY tile that is not within your cultural borders, and is not within 2 tiles of any of your cities, is fair game. And the AI is usually a settling fanatic!Settler from Zim moves south - that bit of unclaimed land - but it has a road to gold and another unused gold. I know if I found a city here it will incorporate the gold we have save but will do so to occupy land - will the AI try a land and settle here - I doubt it now but just in case - here I will settle.
Getting a worker here sounds like a good idea. Start improving the island for more efficient citizen use. Corruption is probably due to distance from capital, but I doubt it is really crippling in the long run. BTW, we are not in Despotism anymore, so if we want to Rush any projects (like TemplesThe Island where Hamadan is located - I change from a Temple in 50 plus moves to a worker in 1. Plan to start roads etc and then get a settler. Corruption has started in this town - perhaps because it is so far from the capital.
If they ask us to leave, it means we ended the turn in their territory. We could have asked for an RoP, here. It might have simplified things. Not a big deal, though.Greece approaches us - the galley went through their territory (it didn't seem to on the map - thought I avoided it)
If the worker is allowed to irrigate, there IS a path to fresh water through the irrigation path. Did you remember that the city itself is auto-irrigated, if connected to an irrigation path?Irrigation on Plains by Perespolis - but not fresh water - is this correct? This irrigation is not in link with the fresh water path created.
Originally posted by stwils
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Originally posted by Padma
Yes, at some point we may replace mines on NON-bonus grassland with irrigation. Remember, Mining Bonus Grassland and Irrigating regular Grassland usually is the optimum mix.
I can't see the map right now, but I hope you are roading the tiles these workers are passing through. And don't worry about connecting the Spices; luxuries never deplete. So hook 'em up!
Start improving the island for more efficient citizen use.
Corruption is probably due to distance from capital, but I doubt it is really crippling in the long run. BTW, we are not in Despotism anymore, so if we want to Rush any projects (like Temples)we just need to spend cash to do it. The only real caveat: do NOT rush build on the first turn something is started; it will cost twice as much as it will on the next turn.
mcdan response/ question:
So - once we are beyond Desp. that means we can rush items - I didn't know that - how many times can I read that manual/ forum and not remember things !!!I didn't know to wait a move either (although didn' t matter as I created worker)- we do have the gold so rushing some projects does seem a good idea. I have rarely rushed projects but that is due mainly to the fact that I was unsure of procedure. Will try that perhaps in my next "the ten turns"
if applicable. I would have liked to rush the temple on the island - plus get workers and settlers going.
Padma Quote:
If they ask us to leave, it means we ended the turn in their territory. We could have asked for an RoP, here. It might have simplified things. Not a big deal, though.
mcdan Question/ Response:
RoP - is this a good thing- Does the AI share our RoP with others (like they share techs? I guess not...) Even in the end when we want to conquer all - do we ask for this now ? Does it affect our embassy word of honor if we want to send in some spys - I know this is more in the future but am curious.
Finally - thanks Padma for the critique - sounds like you are really busy now between work and home and I appreciate the help.Am going to study more about corruption today since we still have such little growth in some of our towns/cities - stwils emailed me this thread that might be of interest:
http://forums.civfanatics.com/showthread.phps=&threadid=19922
Good Luck RW - this game is getting more detailed isn't it - at least we are at Chieftain so we are here to learn (and play).![]()
Despostism and Communism use "the Whip" to rush projects. That is, they sacrifice people in order to get the job done quicker. The other governments us cash: they "pay the workers overtime" to get more out of them.Originally posted by mcdan
So - once we are beyond Desp. that means we can rush items - I didn't know that - how many times can I read that manual/ forum and not remember things !!!I didn't know to wait a move either (although didn' t matter as I created worker)- we do have the gold so rushing some projects does seem a good idea. I have rarely rushed projects but that is due mainly to the fact that I was unsure of procedure. Will try that perhaps in my next "the ten turns"
if applicable. I would have liked to rush the temple on the island - plus get workers and settlers going.
An RoP does lock us in to 20 turns of "non-aggression" with that civ. This is offset by the ability to pass through that civ's borders unhindered, and use its roads. Of course, as we discussed earlier in the game, if you have any units within another civ's borders when you declare war on it, you are guilty of "RoP Rape", and your reputation is shot to pieces. To avoid this, just make sure your troops are *outside* his territory, and use the Diplomacy screen to cancel any outstanding RoP. Then declare war.RoP - is this a good thing- Does the AI share our RoP with others (like they share techs? I guess not...) Even in the end when we want to conquer all - do we ask for this now ? Does it affect our embassy word of honor if we want to send in some spys - I know this is more in the future but am curious.![]()
An excellent article/thread!stwils emailed me this thread that might be of interest:
http://forums.civfanatics.com/showthread.php?s=&threadid=19922