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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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Status
- Republic
- Researching Banking (x beakers stored, need x beakers total, x turns left)
- Treasury x gold (end of last turn), approx +x (+x) gpt, = approx x gold (at begining of turn).
- Running at x/x/0 Sci/Tax/Lux
- Anticipated start of GA - Turn 223 (910 AD)
Here is the save - Krill
Urgent Business for This Turn
Economic:
To be edited by the Consul/MoI
Military:
to be edited by the Consuls/MoW
Diplomatic:
To be edited by Consuls/FAM
Other:
To be Edited by the Consuls
Link to turn 161 report
Edit link to point to previous turn's report
Last edited by Krill on 27-08-2004 at 03:15
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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quote: Originally posted by Trip
Unfortunately we don't really have (m)any suitable sites. We have a total of *drum roll* THREE bonus resources in all of our lands. The first is fueling Bananatopia, our 2nd largest city. The other 2 are our Worker pumps (imagine that). To get the 5 FPT and 5 SPT would require a region with a lot of irrigated shielded grass, AND a Granary. |
You don't need a lot of shielded grass to make a worker pump, but I won't argue it doesn't make life easier. You only need 3 irr grass, preferably on bonus grass. Further, add mined grass until you get to 4 spt, and add a open hill or open forest for the final 2 shields (only needed when the city grows). This is not a huge cost, and can be done in about every city, no need for wheat or cows.
So the only thing remaining is a granary. Start on those right now, or this only stays a plan, and won't ever be implemented!
Oh, and sell the granaries in non-worker-pump cities, they are only costing gold. Also, mine all irrigation around other cities, you're wasting shields here, these cities are not supposed to grow on their own unless they can't be kept from getting food. They need workers for growth!
DeepO
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Trip
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Hunt Valley
Apr 2002 time: 00:35
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quote: Originally posted by DeepO
You don't need a lot of shielded grass to make a worker pump, but I won't argue it doesn't make life easier. You only need 3 irr grass, preferably on bonus grass. Further, add mined grass until you get to 4 spt, and add a open hill or open forest for the final 2 shields (only needed when the city grows). This is not a huge cost, and can be done in about every city, no need for wheat or cows.
So the only thing remaining is a granary. Start on those right now, or this only stays a plan, and won't ever be implemented! |
The problem is that the majority of the mostly-uncorrupted sites (ane ones that have access to hills) are already size 7+ or will be rather soon.
Certainly not impossible, but it would require some major planning right now... and I don't see a whole lot of that going on right now. 
quote: Oh, and sell the granaries in non-worker-pump cities, they are only costing gold. Also, mine all irrigation around other cities, you're wasting shields here, these cities are not supposed to grow on their own unless they can't be kept from getting food. They need workers for growth!DeepO |
If we had more Worker pumps, then this would be a good idea. Unfortunately we got 2 pumps, one for each core, and one of them isn't even a 2-turn pump because of its corruption.
Maybe you can take a look at things and help spur something along. Shouldn't take too long to find a suitable site. Then it's just a matter of kicking the right asses into gear.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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quote: Originally posted by Trip
The problem is that the majority of the mostly-uncorrupted sites (ane ones that have access to hills) are already size 7+ or will be rather soon. |
In that case, it will be a sacrifice, but one that will pay of rather quickly
quote: If we had more Worker pumps, then this would be a good idea. Unfortunately we got 2 pumps, one for each core, and one of them isn't even a 2-turn pump because of its corruption. |
Huh? a city below size 7, not able to get 4 spt, with a forest to get 6 spt at (virtual) size 7? This seems strange, are you certain it's configured perfectly?
quote: Maybe you can take a look at things and help spur something along. Shouldn't take too long to find a suitable site. Then it's just a matter of kicking the right asses into gear. |
No thanks, I'm sorry. The PTWDG is already eating up too much of my free time. While I think this game is very interesting, I just can't allow myself to get involved 
DeepO
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Kloreep

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of the pillow
Jun 2002 time: 00:35
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Report
Beginning of Turn
-Tripoli finishes Aqueduct, build set to Library
Military Units
-Big Stack (AIS Heroic, Seeker, Deliverance, Solidarity, Hunter, Retribution, Vengeance, and Valor) 9-9-9
-AIS Righteous 9-9-9
-AIS Ambitious 9-9-8
-AIS Zealous and Determination 3-3-2
-New catapult in Lakeview named "Derflinger the Catapult" and moved 9-9-9
-MI alva 1
-NuclearMercenary 1-1
-NM nye 1
-Cacapulta 1
-MI Aidun 2 and fort
-MI Scourge skips
-MI MJW skips
-NM Clinton Portis skips
-MI Igor 4-6 and fort
-MI Vlad 6
-MI BigFurryInfantry attacks 8. One barb warrior down, no damage!
Workers
-Silky, Sleepy, panagoon, Anarchy, Yo road
-Larry road
-Farb and Lib road
-LAN, Gits, Dan road (note: This trio must mine next turn!)
-Temp1 Boyd 8-8, join Trip
-Temp2 and LuxToTripTemp 8 and join
-HoD Temp 8-8 and joins HoD
-Bashful, Sneezy 9-9
-Grumpy Group 1 and mine
-Doc 9-6 and mine
-EVC and dejon 8-8 and mine
-Rah and rush 7 and mine
-Moe 9-9-8
-New worker in EN is now "Karina Temp"; 9-8-8
-New worker in Zeno 8-8-8. Not really any cities to join down south, and not much work to do either, so he should probably head north.
Cities
-Lakeview WF to 1-8. Build to Aqueduct
-Mingapulco WF to 3-6-7-8-9-10-11-15
-Bananatopia WF to 1-2-3-4-7-8-9-13-16-20
-Dominus shortrushed for 8 gold
-Trip changes WF to 2-4-6-8-13-14-17-18-19. (Build to Library as per above)
-PoV WF to 2-3-7-10-13-14
-Karina WF to 4-5-6-11-13-17-18
-Apolyton Prime 14 to 9 (+1 food, -1 unnecessary shield, no change in commerce)
-Del Monte WF to 1-3-4-5-6-11-19
-Heart of Darkness changes WF to 3-4-5-6-10-13-17-18
-Elucidium Novum WF to 2-3-4-6-8
-Silk Road WF to 1-2-5-8-19
-Arcadia 4 to 17
-Lumentis Bananis changes WF to 3-6-7-13-14. Shortrushes for 32g.
-Antlergrad changes WF to 3-4-10-11-19
-Protuberance shortrushed for 16 gold
-Eye WF to 1-2-8
-Freedom City WF to 6-8
-Thunder Bay shortrushes for 16g
-Memoria Firaxia shortrushes for 16g
Statistics
F1 Screen
33 GPT
209 gold in treasury
4 turns to Chemistry
F3 Screen
We are strong to CFC, GCA, and CGN
We are weak to GWT
F11 Screen
Approval Rating: 2nd with 67%
Population: 2nd with 7398000
GNP: 2nd with 665 million
Mfg. Goods: 2nd with 245 megatons
Land Area: 2nd with 45100
Literacy: 1st with 15%
Disease: 4th with 3%
Pollution
Life Expectancy: 2nd with 32 years
Family Size: 3rd with 1 children
Military Service: 5th with 4 years
Annual Income: 1st with 8 per capita
Productivity: 2nd with 842
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Trip: possible worker pump suggestions:
- Antlergrad (needs grass instead of jungle, but has forests to build a granary quickly)
- Chiquita (problem is it's already size 8. That's 3 1-turn workers to you 
- Dominus in case Chiquita isn't chosen (otherwise too many tiles are wasted)
- Solace (nearly perfect candidate, as it is about to finish it's aqua (will lose some shields, but who cares)
- That city, starting with an A, to the east of Apolyton Prime. It even has a fish!
That's 4 decent city sites to you. From first view, they all can make it easily, not a lot is wasted, and they can all be up and running in some 10 turns time at most. By the time of our GA (and Steam), all our cities can be maxed out, with plenty of workers to RR all tiles quickly. And by mining all non-necessary irr near other cities, they can be ready for GA in all other aspects as well (army, buildings).
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Antlergrad:
quote: Originally posted by Trip
Pretty damn far away from anywhere that we'd want to add Workers.  |
I count at nearly 10 cities within a 3 turn radius for our workers. Plus, workers chain easily, the only down side is that you can't keep the old names as 'old' workers might be better positioned to join a city. Efficiency over nostalgia 
Chiquita:
quote: Good luck getting anyone on that bandwagon... we've invested 180 shields in Market and Library for large size. |
both a market and a library aren't wasted in a worker pump. It might have been better to build a granary instead, but we're dealing with the situation as it is now. Short term sacrifices for long term gain... All our cities need markets asap, not just Chiquita.
Solace:
quote: Some? Some? 100 shields is a huge dent, especially with such a low-producing city.  |
Erhm... it would be, but that city doesn't have a granary yet, right? It would lose less than 40 shields, not 100. Again, this is a sacrifice, but 40 shields can be recuperated in other cities very quickly if we can build 6 more workers over the next 12 turns. And 12 turns is about what we need to build a granary there. Besides, who needs an aqua in a worker-pump 
quote: Yes, this would be a good spot for another pump - though it does need a Granary.  |
So... no downsides, just time needed to build it up. I say we can start on this right now...
quote: What we really need is another pump up north. All of the sites you listed are central or south, yet a huge portion of our large cities exist in the far north. |
Okay, again, workers chain. Besides, most likely most of these pumps will be running until after we get hospitals and RRs.
Oh, and the large cities are up North... the ones that need most population boost are to the East around the FP core, and to the South near the new palace. Don't look at worker adding as a thing, only to be performed in large cities: all our cities are helped with this. Each worker means one tile more that can be mined. It doesn't matter if the normal cost of that tile is 60 food, 40 food, or 20 food (or half that with granaries present). The cost is 1 worker, or 2 turns in a worker pump.
You may not be convinced, but the biggest gain of worker pumps is the lack of irrigation in the empire.
Last comment: While it would be best to have 6 pumps running in short order, I do know that I'm asking for a very big change, one that likely won't be implemented. But at least get 2 extra pumps... those 2 already present are not enough, we can do better.
DeepO
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OPD
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Birmingham UK
Jun 2002 time: 05:35
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quote: Originally posted by DeepO
Chiquita/Dominus
both a market and a library aren't wasted in a worker pump. It might have been better to build a granary instead, but we're dealing with the situation as it is now. Short term sacrifices for long term gain... All our cities need markets asap, not just Chiquita.
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Both these cities already have granaries, but they are quite important/core cities so I don't think it would really be that feesable to have them building workers in the long term although maybe for about 20 - 30 turn could be worthwhile, the fact that they already have markets means they can then be jumped up to size 12 (prob 11 w/o temples) straight away.
These 2 cities are wierd they have alot of irrigation and a granary, if at size 6 they had built workers for 10 turns then added them all they could be at size 12 within a few turns from now, rather than have them grow to size 12 slowly.
However it's also worth noting that these are probably important for other things, they're building barracks right now, they may be needed for millitary production should the need arise or if that is the way apolyton wants to go?
The "A" city would be cool, espectially as it already has a harbor, Antlegrad too, however these 2 cities would also have to grow to full size in the mid - long term as there are alot of tiles which only these cities have access to.
I don't know if anyone else would like the idea but Lux Invictia could work quite well, it would take at least 6 good tiles from the very heart of the empire which would suck quite badly. Although I don't think this would prevent any core cities reaching 12 and then, before hospitals, RR would mean it would only need 4 tiles (including city square).
Last edited by OPD on 31-08-2004 at 02:04
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