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Post by notagoodname on Jun 7, 2006 6:33:35 GMT -5
When chopping for a worker or settler, build something else between the completion of chops such as a warrior. This will allow your city to grow whilst building the worker or settler. eg. Turn 1 classical game: Start building a scout and set the worker to chop Turn 2: Continue chopping (takes 3 turns to chop) and continue building scout Turn 3: Stop building the scout and start building a worker, manually finish chopping, start building the scout again and then repeat the cycle This trick is handy as you can grow whilst building your worker. It ends up taking about the same time to get the worker (early cities dont contribute nearly as much as chopping to building workers) and you end up with a scout, a worker and some population growth.
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Post by notagoodname on Jun 7, 2006 6:59:28 GMT -5
Oh here's another one i do that helps When you build units with promotions dont actually promote them straight away. Apart from the fact you wont know what promotion type the unit will need until you encounter the enemy there is also the fact that if you leave units unpromoted you can promote it in the same turn you earn the promotion. eg. I have a longbow man on 4/5 experience I haven't yet promoted him I am attacked by a catapult and win and i now have 5/5 experience That very same turn i can promote him twice. Normally you cant promote the unit in same turn you earnt the promotion but using this bug you can Another nice thing about leaving units unpromoted is the fact that you get a nice instant heal when you finally do promote. Of course if you are going up against equal units and you are in 0% defense terrain then you definitly should promote before battle.
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Post by churchill1 on Jun 7, 2006 13:03:24 GMT -5
good points nagn.That very same turn i can promote him twice. Normally you cant promote the unit in same turn you earnt the promotion but using this bug you can
"That very same turn i can promote him twice. Normally you cant promote the unit in same turn you earnt the promotion but using this bug you can"
i though i had noticed something like this. just to clarify, if i have not promoted my longbow at all and i get an xtra xp, i can promote him twice in this turn? what is the rule that applies meaning i dont have to wait until after the turn in which i gained xp.
EDIT: i think that actually this may apply to an infinite number of promos tho i am not sure.
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Post by notagoodname on Jun 7, 2006 18:30:31 GMT -5
i though i had noticed something like this. just to clarify, if i have not promoted my longbow at all and i get an xtra xp, i can promote him twice in this turn? Yes that is correct. If you have at least 1 promotion that you can apply as soon as you earn another promotion you will be able to apply both straight away.
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Post by MMV on Jun 7, 2006 20:52:12 GMT -5
chop with 3 workers and you don't have to wait
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Post by churchill1 on Jun 7, 2006 21:34:19 GMT -5
i love the tile btw nagn. it rocks
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Post by Ellestar on Jun 8, 2006 0:45:12 GMT -5
chop with 3 workers and you don't have to wait Yes but you lose 2 worker turns that way because 3 workers waste one turn to move in a forest instead of one.
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Post by tommynt on Jun 8, 2006 1:24:13 GMT -5
really? ? I think I described how to micro your chops twice allready remember to manually let him stop choping in t2 not in t3 as u discribed or he ll just autochop before u r able to stop him - usually u got other things to do in start of turn as stop worker and sure allways save promotions untill u really need em espacially cata promotion when going for city - but this tip appears every 3rd time on my screen when game is loading - still very few guys follow him
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Post by notagoodname on Jun 8, 2006 3:48:49 GMT -5
really? ? I think I described how to micro your chops twice allready remember to manually let him stop choping in t2 not in t3 as u discribed or he ll just autochop before u r able to stop him - usually u got other things to do in start of turn as stop worker and sure allways save promotions untill u really need em espacially cata promotion when going for city - but this tip appears every 3rd time on my screen when game is loading - still very few guys follow him Fair enough, still dont see many people doing it though. As for the stop chop on the second chop i actually always do stop on the second chop turn no matter what. Before the patch the hammers used to be wasted if you finished constructing something just before the chop completed. In this new patch the hammers arn't wasted if you just finished constructing, however the hammers also arnt carried over until the next turn, meaning that if you slave after chopping before selecting what you wanted to build you'll start from 0 hammers (ie.3 pop for a worker) whereas if you start production first and then chop you slave from whatever hammers the chop gave (meaning 2 pop for a worker).
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Post by churchill1 on Jun 8, 2006 7:37:43 GMT -5
i also use this pre chop trick to chop forests before i settle there. so e.g. my new city will get an instant obelisk. how frustrating when i forget to stop him on 2nd chop and i get like 1 hammer in the nearesty city . even some good players will upgrade their units to say city attack as soon as they arrive. . gosh this is dumb. you know exactly what their intentions are and it is so much easier to polish that stack up. they wont be able to promote again once u have catapulted and they have no xtra resistance from say woodsman or specific upgrades.
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Post by tommynt on Jun 9, 2006 15:37:54 GMT -5
churchil i m awaiting to see u play as clever in game as u r stating in these forums
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Post by Gogf on Jun 9, 2006 16:16:09 GMT -5
I have known about this for quite some time, but I don't do it. Yes, it would probably help, but not enough to micromanage that badly.
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Post by Elledge on Jun 9, 2006 17:03:19 GMT -5
It's not usually very useful, but sometimes it's just perfect.
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Post by churchill1 on Jun 10, 2006 13:44:10 GMT -5
churchil i m awaiting to see u play as clever in game as u r stating in these forums *blush* i would love to play u 1v1. but never seem to catch u. prechopping with fast workers is a real useful thing. if he is walking through a forest to his destination, let him take a chop then stop him immediately. woohoo he gets a frree chop and u can complete it when u need it for a wonder what is using resource (so chops are more effeective and u get wonders super quick) or for workers and settlers (so u dont miss out on many turns of growth. he will move to his destination and even if it is 2 tiles away he can still start working on it straight away. this micromanagement applies to normal workers too but less so. or say u r on a road and it will take all his movement points to get there. have him stop along the way and start building something u will need later. u lose absolutely nothing and gain a whole lot in this way. btw i got this info from this link: Micromanagement is alive and well in Civ 4! Zombie69 also mentions that it is better to go 0% or 100% science (he explains why). i understand the reasoning but it seems a step of micromanagement too far for me. perhaps someone could explain a little more how to use this, or if they even think it is very useful.
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Post by Atomation on Jun 10, 2006 14:37:34 GMT -5
If I remember correctly, the 0%/100% thing relates to rounding. Basically the civ4 system will round down all the time and you may lose a few beakers/gold here and there unless you stick to all or nothing policy. I personally have never noticed losing anything by not going all or nothing, though.....
Promotions are best kept mostly because when it comes to collateral damage, promotions don't help you defend. When you invade with an enormous force of troops good players will cata bomb to soften you up - so with promotions ready you can instantly knock your life up and offset a large proportion of what damage those catas did to you. This really screws up catabombing bad!
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Post by MMV on Jun 10, 2006 17:02:39 GMT -5
chop with 3 workers and you don't have to wait Yes but you lose 2 worker turns that way because 3 workers waste one turn to move in a forest instead of one. not if you already roaded the woods- no turns wasted and are immediately movable and able to chop (and clear) the next roaded woods on the next turn you don't have to have ghandi's workers to be efficient
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Post by notagoodname on Jun 11, 2006 2:34:15 GMT -5
Very interesting with that bit on slavery. If you have a forge it's possible to double your slave hammers - that's huge
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Post by tommynt on Jun 11, 2006 5:13:47 GMT -5
I read this article - it got low importance for MP games as these are played on fast game speed and with blazing or fast timer
fast timer means less time to micro everything and often it s more important to fight clever or coordinate team stuff then goin too deep into micro.
fast game speed means that u got most times grows every few turns and prod of units in very few turns aswell - kinda imposible to coordinate both which each other
this double prod from slave affords loads of calculation and tile switching usually - very hard to do - also this is close to bug abusing of which i have never been a fan.
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Post by Elledge on Jun 11, 2006 7:57:27 GMT -5
My slavery trick of choice is one that I'm sure you've noticed, tommy, as it's easy to do with Gandhi in renaissance; if your city has a large bonus to a particular building - like ind for a forge, or marble for a marble building - so that your whip will produce double the hammers for that building's production (this works with tree chops too), make sure you whip right near a pop point, or at the very end. That way you get a large amount of double overflow hammers on the whip, and the overflow is applied to the next production item as if it had the ind/resource/whatever bonus too.
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Post by churchill1 on Jun 12, 2006 12:26:28 GMT -5
Could you give me some extra explantion here elledge? Make sure you whip right near a pop point, or at the very end. I always whip when i have just made a new popualtion point (say i have gone from 12 to 13). This is because if u whip when your 'granary' is almost full, you waste all that stored food. Is this the same point you're making? That way you get a large amount of double overflow hammers on the whip. Why is that? I thought every whip gave the same amount of base hammers (perhaps someone could tell me how many) adapted with modifiers like res or trait). and the overflow is applied to the next production item as if it had the ind/resource/whatever bonus too. Wow . You sure this is true? It sounds too good. So doin xtra chops on a wonder when u have the res is well worth while. It sounds like this could be manipulated to great effect.
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