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  How many turns of lost science and trade?

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Topic:   How many turns of lost science and trade? Format for Better Printing
War4ever
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 31, 1999 18:51   Click Here to See the Profile for War4everClick Here to Email War4ever  send a private message to MarkG Visit War4ever's Homepage!
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When your city goes into disorder from growth or units outside.... how many turns of lost science do you have if you correct the problem right away? Is it only the disorder turn or is it the next one where it says "order restored to Samarkand"?????

I am wondering if you in fact lose two turns of gold and science or just one.

Also..... i feel like an idiot for saying this but until about two months ago... i just assumed the grain box overflowed if there was excess grain that turn.... i did't realize that it had to fill and then the next turn it would overflow

I must be a lousy micromanager because my cities are always going into disorder from growth.... i tend not to focus on them as much as i do my war effort..... think of how much better i would be if i could only multitask.... damm i need a computer to do these things
Anyways chalk me up for the Stupid Apolytoner of the year award..... anyone else with other blemishes to their record

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They call me Mr. Fierce

Aurelius
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 31, 1999 19:56   Click Here to See the Profile for AureliusClick Here to Email Aurelius  send a private message to MarkG Visit Aurelius's Homepage!
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One turn. Science and money or trade is zero as well as shield production. Food is still produced.

Hey War4ever, are you a democracy during war? Some times I keep the luxuries high when I'm in war and science low. Maybe even 50/50 tax/luxury if I'm attacking a science rich AI. That eliminates careless mistakes and grows the land and keeps bringing in money to fuel the war effort.

Keep that chin up--tough guy!

A.

Smash
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 31, 1999 20:00   Click Here to See the Profile for SmashClick Here to Email Smash  send a private message to MarkG Visit Smash's Homepage!
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1 turn.City building and research seems to come before growth.ie-say you have just seen your first size 1 unhappy.If you rush a unit,then the unit is finished before your city goes into disorder.

Your size 3 city food box is full.12 sheilds needed to finish 3rd unit.Producing 6.Next turn:6 sheilds added, 3rd unit not finished,citizen added-disorder

Now if you needed 6 sheild to complete 3rd defender you get:6 sheilds added.3rd defender finished.New citizen added-no disorder.

So,I think its done Sheilds,Gold,Beakers,Food.In that order.I think.Definetly food last.....I think...hehe

One of the necessary pains of micromanaging.And deity level.You must make adjustments before a new citizen is added.(if necessary)You should be able to completely eliminate disorder caused by new citizens.Course you get lazy or miscalculate and get disorder anyhoo

War4ever
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 31, 1999 20:31   Click Here to See the Profile for War4everClick Here to Email War4ever  send a private message to MarkG Visit War4ever's Homepage!
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Aurelius and SMash thanks much for clarifying.... i always play deity and raging but i often don't pay close attention to my cities so they often go in disorder and then i correct the problem... is probably why i don' break any of the records but i still always win.....

I tend to just grind it out... although i pay much more attention when i play MP... even then i have lapses

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They call me Mr. Fierce

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