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Exactly. And English Men-O-War. And Privateer.

But for slave purposes I think it's beeing referenced to the Jav. However I wonder if anyone has ever pulled off an efficient slave farm (lets say 40+ workers within a resonable time frame) from barbs? Also I seem to have forgotten that one can enslave barbs - can you?...
Jav thrower, yes.
Turning stacks of barbs into stancls of slaves is not rare when you are Maya.
 
Yes , you can :yup: - but barbs cannot enslave units of other players.
They can't? I've never seen them have a unit capable of enslaving. Since barbarians work so oddly and have been recently shown to be able to run cities who knows what they can do.
 
I've never seen them have a unit capable of enslaving.
Mayan Javelin Thrower can enslave barbarians and other AI units, we're not talking about barbs having enslavers :)
 
They can't? I've never seen them have a unit capable of enslaving. Since barbarians work so oddly and have been recently shown to be able to run cities who knows what they can do.
If you mod e.g. the basic Warrior-unit, to allow it to enslave [something], then the 'Civilized' Warriors will be able to do it, but the Barb Warriors won't.
 
If you mod e.g. the basic Warrior-unit, to allow it to enslave [something], then the 'Civilized' Warriors will be able to do it, but the Barb Warriors won't.
Ah, this is what I was asking about.
I wonder how the game processes it. Normally you cannot capture existing units that you cannot build, e.g. artillery for which you don't have the technology, but Barbarians don't have any technologies so I suppose that that's how the game treats it.
 
The dromon has lethal bombard, but it doesn't enslave in the unmodded game.
Oops, my bad. I mixed it up with the Man-O-War. According to the Civilopedia, only the MOW, the Javelin-Thrower and the Privateer have the "enslave" capability (though I thought it was more than that...).
 
Oops, my bad. I mixed it up with the Man-O-War. According to the Civilopedia, only the MOW, the Javelin-Thrower and the Privateer have the "enslave" capability (though I thought it was more than that...).
many mods and conquests expand the ability, but in the base game it's quite rare
 
Ah, this is what I was asking about.
I wonder how the game processes it. Normally you cannot capture existing units that you cannot build, e.g. artillery for which you don't have the technology, but Barbarians don't have any technologies so I suppose that that's how the game treats it.
Enslaving a unit and capturing a unit are two completely different features. You can enslave to a unit that you don´t have the tech for, but you cannot capture such a unit. Per example in the CCM mod the lawyers can enslave (make contracts) units to become great artists despite the fact, that the great artist is connected to a tech that no player can own. I tried to give the enslave feature to barbarian units to enlarge the allowed types of units for barbarians massively, but as posted, unfortunately barbarians cannot enslave other units (so units of normal players can, when that option is enabled for that unit).
 
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If you're talking about getting the "Not enough citizens to complete this build!" pop-up when completing a Settler (or Worker), then choosing "Abandon city" will destroy the town, and give you a Settler (or Worker).

If you right-click on a town and then choose "Abandon city", you're left with nothing but ruins. So I generally don't do that!
I'm maikng a scenario with some ruins added. It is Civ III. I wondered if the ruins have any effect on the new city that will be built. Can workers be tasked to clear the ruins? Its an industrial scenario, set in 1740.
 
I'm maikng a scenario with some ruins added. It is Civ III. I wondered if the ruins have any effect on the new city that will be built. Can workers be tasked to clear the ruins? Its an industrial scenario, set in 1740.
Unlike the 'Pollution' or 'Crater' graphics, the 'Ruin' graphic seems to be entirely cosmetic.

Building a road (or any tile improvement) over Ruins will 'clear' them, but it's not strictly necessary to do so before working the tile, because it will still give its normal base-yield regardless (of course, roading the tile might still be worthwhile for the commerce and/or travel-speed increase).

Similarly, Ruins can also be Settled without clearing the tile first -- unlike Polluted tiles (not sure about Cratered tiles).
 
Unlike the 'Pollution' or 'Crater' graphics, the 'Ruin' graphic seems to be entirely cosmetic.

Building a road (or any tile improvement) over Ruins will 'clear' them, but it's not strictly necessary to do so before working the tile, because it will still give its normal base-yield regardless (of course, roading the tile might still be worthwhile for the commerce and/or travel-speed increase).

Similarly, Ruins can also be Settled without clearing the tile first -- unlike Polluted tiles (not sure about Cratered tiles).
OK, thanks for that info. The ruins are mostly there to add immersion to a scenario that will be 1740s meets age of discovery.
 
The ruin graphics can also be used to cover some terrain features very effectively. On the covered terrain no roads, mining, irrigation, cities, fortresses, outposts and airfields should be allowed. Here you can see some land bridges for massive invasions between France and Britain in the WW 2 scenario SOE, covered by ruin graphics:

landbridges-britain-france-jpg.459650


landbridges2-jpg.459652
 
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The ruin graphics can also be used to cover some terrain features very effectively. On the covered terrain no roads, mining, irrigation, cities, fortresses, outposts and airfields should be allowed. Here you can see some land bridges for massive invasions between France and Britain in the WW 2 scenario SOE, covered by ruin graphics:

landbridges-britain-france-jpg.459650


landbridges2-jpg.459652
That's clever.
 
Is it worth moving a core city to build the iron works?

I have a city one tile away from being able to build the iron works. How do I work out if it is worth moving it?

Spoiler Double banana needs to move one north :
ZAQmGts.png
 
Samson, so I am not such a calculation guru like some others here are, my simple question as a modder is: Why not founding a new city on the second banana tile, that has both resources in city radius ? So I don´t know about details of the infrastructure of the city Double Banana, I think there is also a lot of infrastructure in it. When taking into account, that both resources iron and coal could disappear, I would not move the core city, but add an aditional city on the second banana tile.
 
I wouldn't do it -- neither move the town, nor found another inside your established first ring -- just for the chance of eventually becoming able to build the 400(?)-shield IW.

I mean, have you totted up the gold (and/or turns) you'd have to spend to rush (or rebuild) all the infra and pop-points you'll lose by disbanding DB (whether with or without the gold/ turns you'd also need to spend if you wanted to save your pops, by building/ rushing Settlers + Workers down to zero)?

Because I'd be very surprised if that likely substantial cost would be compensated by the extra production (and Pollution!) you'd eventually get from the IW, before a victory condition was achieved -- whether by you, or by one of the AIs...
 
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Why not founding a new city on the second banana tile, that has both resources in city radius
Because it'd completely overcrowd the area. The whole point of the Ironworks is to double the yield and you have to have a yield to double, to begin with. It'd also steal production from existing cities on top of not having much space for the Ironworks.
*And* it would get you a lot of pollution to deal with precisely in what should be your highest-yielding territory.
 
I have a library and marketplace in the city. I am planning on going for the spaceship, so I think I shall try.
 
Then just relocate the existing city.
 
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