policemen

Rustwork

Warlord
Joined
Jun 14, 2003
Messages
138
i recently downloaded the file that makes recognizing happy, content, and sad citizens easier by adding smilies. (so basic, but an amazing addition by the way). while playing around with this enhancement i noticed policemen will occasionally increase a citizens mood. at first i didn't know why, but then i noticed sometimes the extra uncorrupted gold will be added to the percent being used for luxury. i wasn't aware of this. the percentages are applied to uncorrupted gold only. when this is increased enough by using police, gold as a percent will be added to the lux total. of course the gold doesn't get added to your treasury, but a policeman will also lower waste making it superior to the entertainer. (this applies to science as well, but the true benefit comes when applied to luxury; you don't have a choice without moving the sliders though) i realize the balance must be perfect, but for extreme micro-managers it may be better to choose a policeman rather than an entertainer :) . (if you didn't already know)
 
Yes, very true. I've had instances when I'm into uber-MM to get that improvement quicker, and I've noticed that sometimes the police give more shields than the CEs. I don't remember the situation or how much corruption/waster there was, but it was weird that it worked out that way.

So here lately I've found that I use entertainers rarely, as Policemen/Civil Engineers, Taxmen and scientists are much more useful. I tend to use them in that order, too. :)
 
Turner, I fail to understand why you prefer taxmen (2 coins) over scientists (3 research points). Unless of course the city has a MP and a Bk but no Lib. And unless you have exactly enough to complete your current research in one turn. But other than that...
 
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