JujuLautre
Deity
Btw TMIT, you wanted a reason, I gave you one (inconsistency); will you acknowledge that? 


Btw TMIT, you wanted a reason, I gave you one (inconsistency); will you acknowledge that?![]()
.It is merely a question of simulation/realism. Obviously CIV has a massively simplified economic model, and wood is not a directly exportable resource, neither are resources discrete and thus 'sellable' for money per some quantity (as there is none). So all we have are various simplifications and shortcomings which give results appoximately similar to real-life mechanisms they simulate. It is the results that matter, and they are essentially similar - people and trees converted into 'hammers' and 'gold'.But the russians made money exporting products you say. How is that similar to getting gold from chopped forrests?
however letting them capture a city and then demolishing their stack with CR troops could be thought of as one for example

.)
)) I doesn't really seem that game-breaking. I had to invest a citizen and 3 forests (along with tedious planning) for that amount of gold. I would of rather put that raw production toward military or infrastructure that early in the game... or even a wonder.
as well as from the lack of emergency hammers that you could grab at a later date, but that sacrifice might be worthwhile if your need is great enough.
and
are processed (as mentioned by Juju).
(6 base
) into the WB (cost 36
for future start), then whip 1 pop.

@ Jaroth: Welcome to the "real world" and thank you for using BetterAI which includes the latest version of Dresden's unofficial patch where this bug was fixed -- yes I call it a BUG as it breaks consistency of how the two basic commoditiesand
are processed (as mentioned by Juju).
I like to push things to the extremes with my examples, so here goes:
Tokugawa, start in future era, marathon speed. Kyoto has HE, IW, Drydocks, Military Academy, Forge, Shale Plant, Factory, Kremlin. Civics are Police State, Bureaucracy, Slavery, State Property, ...
Total Production Modifier for building a Work Boat: 595%
Put 35(6 base
) into the WB (cost 36
for future start), then whip 1 pop.
Overflow Hammers: 6
Overflow Gold: 796![]()
. It would be REALLY cool if BUG introduced auto-airlifting while waypoints are set!The debate though was enjoyable to read. For those that are still debating the issue: Have you actually tried doing it yourself within a game? My personal results were rather disappointing and don't seem game-breaking. If I'm playing against someone who employs this tactic, I don't think I'd really care much.
I guess I'm just a bit surprised still that some players have no love for the technique at all. I'm not talking out of my a$$ at all. I really have spent 100s of hours REXing thru 1AD w/ and w/out the technique on the same map (comparison point being 1AD) and then repeating and in virtually every scenario whip/chopping has come out ahead.
Even in the slim cases when each technique (overflow vs no overflow) attained the same amount of cities by 1AD, the whip/chop technique was still teching faster and working more tiles (founded cities earlier).
Can you confirm that you didn't have math when you tried this with that patch earlier? Math would explain getting slightly over 100 gold from overflow if the patch is working correctly. If not there is something funny going on.Perhaps I also needed Mathematics for more potent chops.
@ Jaroth: Welcome to the "real world" and thank you for using BetterAI which includes the latest version of Dresden's unofficial patch
implies 2 things:@ Jaroth: Welcome to the "real world" and thank you for using BetterAI which includes the latest version of Dresden's unofficial patch where this bug was fixed -- yes I call it a BUG as it breaks consistency of how the two basic commoditiesand
are processed (as mentioned by Juju).
Debatable, as we can see by the monthly 10-page thread on this subject
, but we can acept that point for the time sakeIt's superior to use official patches and play the game how it was intended to be played.