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GodKing
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Detroit
Feb 2002 time: 00:35
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OK - this appears to be the city placement plan for the next 9 settlers we will be popping out. In order of settling:
Apolyton - No 1 city. Settler pump.
City #2 - Red - current settler on its way - to be founded on turn 32 (move one more turn,settle next turn). This will be a military site at first, switching over to what will be a wonder producer (can you say Zeus?).
City #3 - Green - will have 1 floodplane (3 when cultural growth) in radius, one woodland to chop, two hills and a mountain. This city will be our second major settler and worker pump. I will forest chop to get a grainary ASAP. This site will focus on our northern and eastern expansion while Apolyton switches over towards western backfilling of the peninsula.
City #4 - Blue - Ivory City. The main reason I choose to found this as #4 instead of #3 is because we have the time, and city #3 is more important for our long term growth (huge growth and production potential). This city will be a general city, with emphasis on military production and long term infrastructure. There will mostly be workers produced from here to keep population in check, so that apolyton and green can focus more on settlers.
City #5 - Yellow - better than site brown for long term potential, it blocks off our peninsula, and it gives us sea access for our curragh's. I want this city to focus on military, particularly naval units. It will also produce the occasional worker.
City #6 - Gray - want to give a good buffer to the Viking Hoards and grab as much of the good lands as possible. This will be a fortress city specializing in military.
City #7 - Lt. Blue - by the time apolyton is switching into settling the western lands, there is a good chance that we will have used one of our workers to help connect ourselves with the vikings. This will allow us to trade one of our extra grapes with them if we choose to do so. It will be a city focusing on economics and military. It will probably produce some cultural improvement early to gain access to the whales. It is also a possible wonder site, but a long term one as its production and growth are limited.
City #8 - White - Just guessing where we can build as we have not explored here yet, but it looks like we have a small bay all to ourselves. This site will be able to share the floodplains with the green city, so it is potentially a great growth site. It will also be a military city depending on where the maya / PAL folks are.
City #9 - Brown - secondary naval city
City #10 - Orange/Peach (or whatever color it is) - fill in site - moderate production potential. Military city, or long term infrastructure.
City #11 - Purple - Fill in, taking the entire peninsula for ourselves. Military, probably naval, as hopefully we will have harbors available. No aquaduct needed.
We have enough hills and mountains that I think we have a good chance of finding iron, so I intend on producing warriors as MP to suppliment the main defenders of Hoplites. All city locations are up for discussion, I simply chose what I feel is a good layout with reasonable spacing.
We need to get producton and growth going with PAL here with us, so now more than ever I will push to settle Green prior to Blue (corruption makes all the difference, along with being able to share tiles with Red).
Last edited by GodKing on 28-04-2004 at 05:10
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:35
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This proposal has no specific tile placement plan (ie: cxxcxxc). It utilizes the land we have been given to its utmost near capcity (IMO). Here are some notes about each city and I will list them in the order that I think they should be settled.
(all production/commerce estimates done without corruption and at size 6)
RED: 13spt, 11 trade, 0fpt
This is our best bet to build the Statue of Zeus. At size 6 it will be our most productive city. If you look, I marked that we mine two plains tiles so we can maximize commerce in this city while still maintaining its peak spt. It was also done so that we can get the most shields out of this city without having any left over food that will get wasted because its going to be building Zeuses for a while.
PURPLE: 9spt, 8 trade, 0fpt
Claim that Ivory! Not only will it boost our happiness, but it will secure our most precious Ivory so we may build Zeus. As it is the farthest away from our capital in this proposal, it will be our most corrupt (yet still useful). We may want to chop the forests around it to get a gainery and use it as a worker/catapult pump (with chopped forests that get Irrigated, it wil have extra food even at size 6. When it gets to this point, build a worker to make sure that we are not wasting any food).
YELLOW: 12spt, 7 trade, 0fpt
I want this built next as it is the only logical way to get our cultural borders to expand to claim that Bonus grassland that the Red site needs to be the best it can. This will be a unit pump. If we choose, we can chop the forest that it has (and subsequently mine) to hurry a Barracks there. If we do this, this city will also have extra food at size 6 that would be wasted if we did not throw in a worker to build.
BLUE: 9spt, 10 trade, 0fpt
As this city is most likely going to be an 8spt city with corruption, it might be wise to Irrigate the plains NW of the forest (and chop forest for a grainery) and use this cities ability to grow quickly (because of Apolyton changing its WF and not using the cow) to be a Unit/Worker pump (this would be the only city with a grainery and a Barracks). This citiy's potential as very versitile city + its ablility to use the cow, might make this city the third city we build (as opposed to the 5th as it is listed here).
LIGHT BLUE: 9spt, 8 trade, 0fpt
Similar to the Purple site (without the Ivory), Except it will be able to build 20 shield units in three turns even if we chop the forest to the NE for a barracks build. Doing so will also make it have extra food at size 6, making this a Unit/Unit/Worker build sequence (or there abouts). This city will also block off our land to the West so we can fill it in at our own pace. Also it will make it impossible for anyone to get to our capital (our Settler Pump, the life blood of our empire) without going through the land of other cities.
MAROON: 10spt, 9 trade, 0fpt
Simple example of a Unit Pump. It builds a barracks then nothing but units until the end of the game. However, we could once again lower its production slightly so that it will have extra food at size six to build workers with.
The white outline is the Cultural Border of this proposal. I am unsure if the forest in between the blue city and the yellow one would be encompased in the border, thus the dotted white line there. It will really make little difference in the yellow cites production because if it is not in the border, it can just mine the plains directly to the E of it and get the same production.
This strategy is similar to the one I used when I was the Domestic Minister of the SPDGII. It worked VERY well against Diety opponents. For those that don't remember, The game was going incredibly well (we were at tech parity and had basicly squashed the Ottomans and the Iroquis (who were in their golden age)) before the game was abandonded because it was too large for most peoples computers (Huge Map, 32 civs on Diety). This close nit city placing and population control works.
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:35
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I e-mailed it to that one address of yours.
Last edited by Donegeal on 29-04-2004 at 05:37
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ormuzd
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quote: Originally posted by GodKing
1 content just by existing
despotism, MP limit is 2
2 lux available
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We are aiming to republic, right? This means no MP but we have to find third lux (we have wines and ivory will be ours soon) or trade with the others, build markets (100 shields).
Will we limit our capitol to 6? It has good tiles for making many shields and building wonders (if needed and I think we will need).
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