Help please

There is a counterlogic for that: For joining 1 national worker to a city you can join 2 nonnational workers to your city, thus gaining about twice the economic output.

If you add in slaves to a city, then the citizens added in have a different nationality than your own. This makes your cities which are not your capital vulnerable to a flip, if that tribe of the slave's nationality still exists.
 
OK, so more worker micro-management - I must have some mental blocks about exactly how much work has to go into these things!

What are slaves?

I wouldn't call it micro management. Just do it yourself (i.e. don't automate - is that what happened in Dariush Kabir?), and have a goal. It's possible to micromanage workers (and it's really tedious), but that's not what you need to do here. Just don't automate and me reasonable.

Slaves are workers captured or purchased from another civ. I'm sure you're familiar. They have two distinct advantages over native workers: zero unit support, and because they work slower (3 times slower than industrious workers) per unit the lost turn to move them onto an unroaded tile is less costly. So if you have 3 slaves, they can move onto and road 3 tiles in 7 total turns while a single native worker would be able to road 2 tiles in 6 turns, and would cost 6 gold. It's not huge, but it helps save worker turns here and there.

They were a barrier - Inca sent in a ton of troops to invade the Carthaginian cities and I wanted them cut off from their main armies in preparation for a full-scale invasion of Inca.

I think the question was why you're using cavalry and not true defenders like rifles. The military looks strange to me too. You need riflemen in the worst way. You can upgrade your seven defenders, but given the length of your border and the nearness to your cities you need more than normal.
 
They have two distinct advantages over native workers: zero unit support, and because they work slower (3 times slower than industrious workers) per unit the lost turn to move them onto an unroaded tile is less costly.

I'd say this is correct in general.

So if you have 3 slaves, they can move onto and road 3 tiles in 7 total turns while a single native worker would be able to road 2 tiles in 6 turns, and would cost 6 gold.

This will work for Persia under a Republic which is what wazzbot has been playing, but even then there's still a qualification. That's so long as he continues to have to pay unit support, which might reasonably be a long time, though maybe not also.
 
This makes your cities which are not your capital vulnerable to a flip, if that tribe of the slave's nationality still exists.
I have always wondered (and never seen the answer anywhere): can the Forbidden Palace city flip? In the recent GOTM 158 (Deity) I took the chance and rushed the FP in captured Berlin, when I got a very early MGL. It took around 10 turns afterwards to completely eliminate Germany (and I had other towns flip back to them during that time!), but Berlin never flipped, so I wonder whether I just was a very lucky bastard in that game, or whether the FP is indeed "flip-resistant".... (And I would assume an AI capital to have accumulated more culture than most of their other towns, so the flip risk should be higher than for their other towns.)
 
I have always wondered (and never seen the answer anywhere): can the Forbidden Palace city flip? In the recent GOTM 158 (Deity) I took the chance and rushed the FP in captured Berlin, when I got a very early MGL. It took around 10 turns afterwards to completely eliminate Germany (and I had other towns flip back to them during that time!), but Berlin never flipped, so I wonder whether I just was a very lucky bastard in that game, or whether the FP is indeed "flip-resistant".... (And I would assume an AI capital to have accumulated more culture than most of their other towns, so the flip risk should be higher than for their other towns.)
I've definitely had my FP-town flip in a Vanilla game, a long time ago. Playing as Persia, on a Tiny Continents map, it took me a while to tear through the Indians (not being a particularly good warmonger, and I think I didn't get Iron, either) and make a start on Germany. By the time I'd reached Berlin, Otto had had time to build 4 GWonders there, and it had a hell of a lot of accumulated Culture. So I MGL-built my FP there, in the hope that would stop it from flipping... Just imagine my surprise... :eek: :faint:

But maybe they changed it in Conquests...?
 
By god, not just city micro-management that's a pain in the arse and difficult, worker micro-management is too.

Have started clumping my workers together. Have realized that slaves can be useful when irrigating after replaceable parts, as they deal in half-units and irrigation goes from 3 worker turns to 1.5, so it's a waste to use 2 regular workers. I assume that there are tons of small tricks like that that I have yet to learn.
 
Also, after civil engineering (was totally not maximizing that tech) far-flung small coastal/island cities become much easier - don't bother with growth at first, set your sole citizen to be a civil engineer and build a harbor quickly. This sort of thing looks like it should be very important - does anyone know of a guide or article to citizens not working their territories?
 
I've definitely had the forbidden palace flip (several times, in fact), and I'm 95% sure that at least some of them were playing Conquests.

The city with the palace cannot flip, and the distance in the flipping equation is the distance to_ the palace_, the forbidden palace doesn't count. Justanick's posted thread is quit clear on this.

An interesting thing in the thread was a case of flipping to a settler in a boat. That would tick me off.

Unrelated to flipping:
I remember speculation that an automated worker might preferentially road tiles with as-yet-unknown resources, just as the AI workers seem to. Has anyone tested this? I'm sure that by the time I have time to test this, I'll have completely forgotten about it.
 
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