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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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Since the old MoI thread is too old to be of any use (last updated in March), and there is currently SOME idea of what to do with our military but none that I know of about Domestic affairs, I thought I'd look in to the save and see if I could cobble together some ideas to consider for the next save. None of this is done with a helluva lot of thought, nor are the gorgeous and well-laid out shots from E_T's days, but I will post a screenie of the immediate area of the cities I am talking about. If you want more, go open the save yourself - it ain't hard to do. 
So, first to the southernmost cities we have:
Down Under builds a Courthouse when we next get the turn (790AD IIRC). It is size 5, and will be four turns from size 6. I think we need an Aqueduct here to promote growth beyond 6, else the CH will be a waste. It has lots of sea tiles to work, and the potential for one more mountain when cultural radii expand in the area. I think this city should be working the sea tiles whenever it grows further, for the extra trade, leaving the Mountain until last, or it will not grow any more. At present however the sea tiles will slow its growth (only one fpt). Thus I think next we need a Harbour there, then the Aqueduct. Short-rushing could be useful, but not really needed for some time.
Zenophobia is at +5fpt and +5spt, so it is a worker pump. That is exactly as it should stay. Nice 'n' easy.
Ski Road is about to grow to size 6, and is some 20 turns away from an Aqueduct. It already has a CH, so we should try to get this to a good pop as well. The Aqueduct seems good value to me, although we may wish to increase shields at the expense of food for a time when it grows next turn, so we don't end up waiting for ages for the Aqueduct to finish. I see the workers are mining the mountain - this is good.
Solace will have an Aqueduct next turn, just in time for growth to pop 7. At this pop it will have 3 unhappies, and 3 happies with the lux we have. As we may be wanting to promote growth here, perhaps a Temple would be the best thing next, and a Harbour, again for the growth and trade.
Power of Victory is about done with its Aqueduct soon before growth to 7 as well, and has a Harbour in the queue. There are four more land tiles to work that only this city can reach, so we could forego the Harbour if we wanted something else here first. A Temple perhaps? Your thoughts are needed here.
Apolyton Prime is in fine shape at pop 11, with a Market. A Library is done next turn, with growth (and UNHAPPINESS) on another 4 or so turns. This is just enough time to get a Temple in, so I think we should do this next. Then no more happiness improvements will be needed barring countering WW, so we can dedicate it to a Wonder or Units.
Arcadia at size 7, is growing slowly and building slowly. It is building a Marketplace, which seems justified despite the time involved, as it has bags of trade. There is not much to do here for a while, except maybe bringing in some workers to irrigate the one bonus grass and mine the one irrigated normal grass for best GA usage.
Attachment: moi1.jpg
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Last edited by MrWhereItsAt on 13-09-2004 at 16:09
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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First up today we have the small city NE of Apolyton Prime,
Area X
This city is at pop 5, and grows to 6 in another 9 turns. It is 11 turns from an Aqueduct, and already has a Harbour, which is good as there is only one more land tile available to it, a forest. I think the forest should be left alone until such a time as we have enough workers with nothing else to do to clear and reforest it (can you do that?). After the Aqueduct, oh, I don't know... a Market? 
Lakeview
on the shores of the vast internal sea, this small hamlet is building an Aqueduct, something it has no need for right now (pop 2), but it will not manage to finish (without rushing) until it reaches pop 5, so this is perhaps a good thing to work on, and there is little else worth it at present.
Freedom City
is also small (pop 2), but has a disproportionate amount of shields. I have no idea what BF changed it to last, but a unit would be suitable, or the omnipresent Aqueduct, which would however be finished some 20 turns or more before it was needed. Suggestions? 
Heroe's Summit
Working on a CH at the moment, it doesn't yet need it (pop 4 next turn we get), but could start to benefit soon from it, with shields at least. Else we could go for a Harbour if we wanted to dedicate the town to more gold. Stay with the CH then go to an Aqueduct?
Thunder Bay
is getting near the useful limit for shields without a CH. Fortunately it is building one. If someone can find E_T's thread detailing how much corruption can be reduced here with a CH, that would be useful in figuring out whether it would be worth it here. I suspect it will be useful in making this small town useful for cheap military units.
Eisten Boulen
is also with a CH, which it will manage in another 8 turns, shortly after growing to size 4. If we keep with the CH and keep working the irrigated plains, we can switch to a 100 shield improvement like an Aqueduct or Market JUST before the foodbox fills after having reached size 6. After then we need a Harbour if we want it to keep growing, or else start working the numerous mined hills nearby. I think this sounds like the way to go.
Lumen Musae
Again a CH. This will be done in 7 turns, and then a Harbour will be needed as at size 4 (3 turns away) there will be no available +2 food tiles left. There is a jungle on land not in our cultural radius, and we should build something like a Temple in ONE of the surrounding cities to take the last few tiles.
Elucidum Novum
This city is at pop 5, +5fpt and +4spt. Just about ready to be a worker pump, I think we should make it so. To do this we need one more +2fpt +1spt tile - there is an unmined grass perfect for this immediately S of Dominus. We should keep building workers here until we can mine that tile, and then get this city to a size 6 2 turn worker pump using all the tiles it has now and that extra grass.
Antlergrad
is on a river, and thus a good city to push towards a Marketplace. It's pop 5, and will need an Aqueduct for further growth once the (you guessed it) CH is done.
That's it for the night. There are a LOT of CHs being built here, but then this is an area midway between the FP and Palace, and thus the best place for CHs. In general, seeing as we can reach size 7 under normal circumstances without any lux rate, and size 9 with only a Market, we should really promote growth to this size in most cities. Also, should we get Bach's (which we SHOULD), we will be able to manage it to size 11 without a lux rate, and only a Temple takes us to the max size. Our greatest advantage, I feel, is in how we will be able to get size 12 cities without a lux rate and with minimal improvements. With E_T and Dominae's legacy of extremely well-placed cities, Palace and FP, we could clean up after this.
Attachment: moi2.jpg
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OPD
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Birmingham UK
Jun 2002 time: 05:23
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quote: Originally posted by MrWhereItsAt
In general, seeing as we can reach size 7 under normal circumstances without any lux rate, and size 9 with only a Market, we should really promote growth to this size in most cities. Also, should we get Bach's (which we SHOULD), we will be able to manage it to size 11 without a lux rate, and only a Temple takes us to the max size. Our greatest advantage, I feel, is in how we will be able to get size 12 cities without a lux rate and with minimal improvements. With E_T and Dominae's legacy of extremely well-placed cities, Palace and FP, we could clean up after this. |
I think we need to go for 10% lux. That and a market should be good to have most cities at size 12. Although bachs and temple would be alot more economically sound (10% lux will likely cost us about 100gpt eventually) I don't think it's too practical. A temple in each city is going to be around 2000 sheilds empire wide and won't be a long term solution as it will only be viable while we have bachs and before HG runs out at steam power, which is probaly going to be a window of about 10 - 15 turns at a rough guess. Once we get Steam we'll need to runs lux, and doing so would make the temples irrelevant.
2 solutions to this could be to build colloseums instead of temples or to keep all cities at 11 after we get Steam power, although I don't like the sound of either of them.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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Although I have not looked at them closely yet, I believed that there were/are other cities, perhaps like Tripoli and Mingapulco, that could do wonders in a fair time, and one of these can do a Palace pre-build too. I'd think we could do Copes and one or two other wonders, especially if we're hoping for our GA.
OK, temples everywhere may not be perfect, but they would certainly be worth it in a number of cities. I DID forget about the HG's effects running out in the not-too-distant future, and I think a low lux rate does sound acceptable.
Keep in mind many cities, particularly some of those already mentioned by me above don't have 12 tiles worth of land available, as we packed them in. We will be able to turn a number of new citizens into scientists/taxmen, who don't use those happiness icons. If need be we can always put in an entertainer or two, which is less wasteful than cranking up the lux rate further. It will only hopefully be a few cities that need to consider Collossea or Cathedrals.
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BigFree

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Acampo, CA
Oct 1999 time: 21:23
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Well, start talking then! 
Have I discouraged talk of military builds?
Have I explained why we have talked about what we have talked about?
We have plans to mine a hill 3-2 of Eye yet even though you do not see discussion about it, it will be done. 
Everyone: Ok, I made up the thing about the hill 3-2 of Eye, I have no idea if suh a place exists, but don't tell Trip, I was just making a point....
Go ahead with your "Military Units" discussion. No one is going to jump down your throat because of it. But, please, say more than "Why aren't we discussing Military units?". Give us some plans, some numbers, something! If you don't like the current builds suggest some for us. 
Thanks. 
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