Workers and other civilians dont give trespassing penalty with CS. Only military units
Right you are. My bad.
Workers and other civilians dont give trespassing penalty with CS. Only military units
It would be the same principle; use production modifiers to grow production overflow by dumping that overflow into builds which require fewer hammers than the overflow provides.Browd/Phillip: Please explain how the "Production Overflow" is accomplished.
It has its drawbacks. It'll value the first few at 2gpt, but can fall to 1gpt or 0gpt pretty quickly. If it has enough of its own sources of horse, it may not even be interested. Not all AIs will buy as many individual horses as Alex, warmonger that he is and with a horse UU.Instead of selling strategic resources to the AI in bulk, you can sell them to the AI 1 at a time for 2gpt. So, ordinarily Greece may pay you seven gpt for five horses, and not accept anything higher than that, but if you sell them one at a time in five separate trade deals, you can get 10 gpt for those horses.
This is very useful when your economy is struggling. It's also terrible programming.
Lindsay you're brilliant. Just not sure how to make the worker dance. Or at least how to keep track that that's the one.
Or at least how to keep track that that's the one.
That is the trickiest part. On another thread with this idea, OP said it was easy since all his workers came from the same CS!
In fact if you let barbs capture a CS worker you have 2 options.
1. Capture the worker without hurting CS relations.
2. Let it return to near the encampment (adjacent another barn unit), liberate it for 40 exp then wait until the barbs capture it again & get another 40 exp. Easy!
If you use EUI you can rename your units.
UNETHICAL
Selling Luxuries to an AI to drain their Gold, DoW'ing to get your Luxuries back.
Beaker Overflow (any Math Exploit because some people cannot understand what you did).
Building Oxford, Selling the City, and Rebuilding Oxford.
Worker Stealing, Using Worker, then Gifting it later to get Influence.
Unless I'm misunderstanding the term, isn't Beaker Overflow an intended part of the game? It's a passive action for everyone, not something the player can do to get an advantage.
Building Oxford, Selling the City, and Rebuilding Oxford.