When to use slavery?

scotchex said:
thanks. Do you have to have something in the queue to get the overflow? Or when the screen pops up to have me pick the next build will the overflow magically go to whatever I choose?

Any over flow from the previous Rush (Whip Rush or Forest Rush) is saved to be use for the next production in Civ 4 whether you have it in your queue or not. Even the overflow from the regular production is saved for the next production. So you don't need to be worried. The excessive hammers are never lost (except in building a World Wonder or Obelisks) where if you haven't completed before it's obsoleted or someone else has built it before you (for WW), you will loose the hammers but instead you will get gold in exchange. I think this is somewhat better as I am always in need of more gold.:lol:
 
Andrei_V said:
Another good use of Chariots is that they make a perfect Settler escort. They just march together to the new city spot, the Settler founds the city, the Chariot stays for a Garrison. The Chariots are as cheap as Archers, 25 hammers.

Yeah I'm really digging chariots now. I can't believe I overlooked them. Also great to fan away the fog.
 
So far the barbarians still seem to spawn only archers and axemen. So chariots are indeed the best anti-barb unit by far if you're playing warlords.
 
Araqiel said:
So far the barbarians still seem to spawn only archers and axemen. So chariots are indeed the best anti-barb unit by far if you're playing warlords.

Araqiel, since I haven't got Warlords yet, can I ask if they've addressed either the slavery exploit, or the pre-chopping exploit at all (and come on lets be honest they are exploits, not really strategies)?
 
DrewBledsoe said:
Araqiel, since I haven't got Warlords yet, can I ask if they've addressed either the slavery exploit, or the pre-chopping exploit at all (and come on lets be honest they are exploits, not really strategies)?
Prechopping works the same as before. I personally don't consider prechopping an exploit myself. All worker actions are saved like this and though it does allow for strange results the worker turn to hammer yield remains constant.

I will load up my vikings game and check if the 60 hammers from a single population point still works.
 
Araqiel said:
Thats how overflow works. You can however add hammers to multiple different builds. What you do is you take manual control of your chopping workers. Finish your first chop, its hammers are added to your first build. Then go into your city and move something new to the top. Then go have your second worker finish its chop, those hammers are added to new first build in the queue. You could do this with as many forests as you can chop.

Note that this doesn't work any more, in Warlords.
 
DaviddesJ said:
Note that this doesn't work any more, in Warlords.
Neither does the +25% production bonus slavery error. I had 116 hammers of a market built. Needed 34 hammers to finish it, my city after whipping was still producing 13 hammers. The overflow was only 12 hammers.

So once you chop you can't change whats first in the queue anymore?
 
Araqiel said:
So once you chop you can't change whats first in the queue anymore?

I believe that, when you chop, the hammers from the chop should go into your production total for the turn (added to whatever you produce normally), but don't get credited to the production target until the end of the turn. But I don't have Warlords in my hands yet to see if it's actually working that way.
 
DaviddesJ said:
I believe that, when you chop, the hammers from the chop should go into your production total for the turn (added to whatever you produce normally), but don't get credited to the production target until the end of the turn. But I don't have Warlords in my hands yet to see if it's actually working that way.
Hmmm that'd be a better solution. I'll go check it out myself ;) . Thanks for pointing this out, I don't typically use this tactic but it would have been a suprise.
 
ronnybiggs said:
Yeah I'm really digging chariots now. I can't believe I overlooked them. Also great to fan away the fog.

Right. As an early combat capable land unit that can have sentry promotion (extended visibility), it's a great fog buster.
 
Don't bother with sentry for them in warlords. Any unit they can see, either archer warrior or axement, they can just engage and kill now. Better to get to ten xp with medic promotions. Chariots make great medics with their low strength and fast movement. They're virtually never the best defender so you won't lose you medic by accident.

Also DaviddesJ you are correct. Now when you perform a chop the production is a bonus to whatever you first building is. This means you only see the base hammers you gain from the worker tooltip, not the adjusted ones it showed in vanilla Civ4. You still get all the same bonuses though.
 
Araqiel said:
Don't bother with sentry for them in warlords. Any unit they can see, either archer warrior or axement, they can just engage and kill now. Better to get to ten xp with medic promotions. Chariots make great medics with their low strength and fast movement. They're virtually never the best defender so you won't lose you medic by accident.

Also DaviddesJ you are correct. Now when you perform a chop the production is a bonus to whatever you first building is. This means you only see the base hammers you gain from the worker tooltip, not the adjusted ones it showed in vanilla Civ4. You still get all the same bonuses though.

Thanks for the info guys :)
 
Man they're barely releasing Warlords over here in LA. I'm jealous.
 
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