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ormuzd
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This is the latest city plan (as proposed by Godking)

As everyone can see there is space for 7 cities with one in question.
Modo has suggested we can build 13 more cities.
I'm waiting for his plan and for eveyone's opinion where and how to build the next cities. In the next 5 turns we will have 4 settler to build new towns. This means we don't have much time.
Otherwise we are going with GK's plan and need only to discuss Togas suggestion.
Last edited by ormuzd on 07-03-2005 at 23:57
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ormuzd
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I like the second plan better
but I'm expecting a little bit more input from the other members of the team too
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:33
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FP has already been built. It's in Hypthos. Built when we got beat out to the Musieum by a couple of turns. (And don't have Monarchy)
No set limit on cities. Just OCN to consider.
On Spilting the island site, the southern one on the mainland is in a severe food shortage area. Appearing to only ever work a hill, desert, and coast tiles. Raw shield production once the area is improved : 5. Appernt CN : 8! Really bad for OCN purposes. 
5 spt kind of low to build Knights [whenever we acquire that tech.]
SW of mountain:
Appears to max work two plains, two hills. Raw shield production 8. Appenert CN : Around 10. Better than the previous case, but still kind of bad. Possible if used as a camp after we have enough units allowed to support having two camps.
Tundra area:
A. Simply relocating black tile to souther red tile. No objection.
B. Second city near it. CN high enough to not matter at this point. If built, should be treated as a military camp. This also means we need a few size 7 cities first.
North of Sidros Lofos: Objection to moving it south one tile withdrawn.
North of Athena's Hunting Ground: Due to treaty with PAL doesn't look like a useful camp to me. It would just delay when we could found the permeant city NE.
Republic's support for towns (size 1 - 6) not really a factor, that's not enough for it's own defender + worker. 
Only Republic's support for size 7+ matters. We are commerical and so have lots of incentives for them.
Camps have been very low prioirty because we've had a lot of unit support problems, and camps tend to produce units. Consequently, both camp sites are lower prioirty than all permenent cities.
Also note that on the city builds, the three northern most cities are prohbited to be built until either all other cities are built or Pumpkinhead is turned over to us. (Whichever is first.) The language did not consider camps.
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ormuzd
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The agreement was to build the dark blue site last and get Pumpkinland after this
about the northern tundra city - do we need it?
Both opinions are very detailed and I started wondering what to do when the next save arrives
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Modo44
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in western Poland
Jul 2004 time: 06:33
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quote: Originally posted by joncnunn
On Spilting the island site, the southern one on the mainland is in a severe food shortage area. Appearing to only ever work a hill, desert, and coast tiles. Raw shield production once the area is improved : 5. Appernt CN : 8! Really bad for OCN purposes. 
5 spt kind of low to build Knights [whenever we acquire that tech.]
SW of mountain:
Appears to max work two plains, two hills. Raw shield production 8. Appenert CN : Around 10. Better than the previous case, but still kind of bad. Possible if used as a camp after we have enough units allowed to support having two camps. |
Ok, I see your point. The cities will have bad production potential, and they will develop slowly. But those three are simply Fishing Villages to me. The Hills add at least some production potential to make cheap units, if in need. I see no harm in making them, even if they are last to be built. Let them do their thing slowly - I am sure we can use the cash they would provide.
By the way, the southern of the split island cities could have a Flood Plain for food.
quote: Originally posted by joncnunn
North of Athena's Hunting Ground: Due to treaty with PAL doesn't look like a useful camp to me. It would just delay when we could found the permeant city NE. |
Yes, that is why I made the dot smaller, considering maybe a temporary city. I am not sure about it - it was forced by the three cities I did not move. If the treaty with PAL would keep us from making other cities, then yes - this one needs to go. Low priority anyway.
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ormuzd
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We should be ready with troops and ships after 40 turns
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GodKing
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Detroit
Feb 2002 time: 00:33
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Good discussion. Here are a couple of points that haven't been made (I will refrain from making repeat comments I hope.)
Tundra city - located to be able to use all ocean resources (fish). It is otherwise a gold producer only, not shields.
We are hurting to make population. Our objective is to have a good number of cities that will be optimal producers. Size 9 will be our max, and we should use it to our advantage by making sure our cities will be able to use all 9 tiles effectively.
We are slow growing, and each new settler kills a city just as it was getting productive. We wanted to max our land, while minimizing our pop loss. This loss is caused by worker and settler production. The fewer settlers produced, that means that 30 shields go towards a market or library, and 2 people that are being kept productive. We are short by about 10 workers from what I would like to have considering the size of our empire and the number of cities we have. These workers will cause, unfortunately, more pop loss AND unit support. As of the end of the last turn, we have 33 units and support for only 20. This is very expensive. The 2 setters (and 5 more in the queue) will provide short term hurt but long term relief.
The size 9 is based off of our current growth potential. We will need to build aqueducts and temples at this rate. Above size 9, we will either have to create entertainers or start playing with the lux slider. As our goal is to maximize gold and science, the lux slider is a last resort (but a handy one to keep in mind).
I readily admit that there are a couple more sites that can be settled nicely. And if this game continues, we will do so as our pop and scheduling permits. The west coast is a prime example – there is a nice small gap that can be filled with a nice city. It will be a good one to add in extra workers to as well assuming we are worked out (which I doubt will happen until after RR).
Remember our position in this game – we are here to supply PAL with gold and science. Maximizing those is our standard, not maximizing shields as is normal. This is a hard adjustment to make, as after all, having libraries and markets is necessary to increase both, and you need the shields to build them (or 4 gold per shield to buy them).
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Modo44
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in western Poland
Jul 2004 time: 06:33
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Well, here is the problem, then. Building other infrastructure is good, but it would be much better if we had the population to actually use that. Right now cities are not only building slowly, but also have much less income due to the slow growth. Not to mention we seem to have few Workers. Instead of getting a Market to boost the income directly, one can make a Granary, and get the population up to achieve the same. Only tyhing is, the population will probably add production, making further builds go quicker - something a Market does much worse (4 Gold per 1 Shield is the ratio...). This is pretty basic strategy: pop is power.
Last edited by Modo44 on 10-03-2005 at 00:34
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ormuzd
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50-80 turns until GWT and CDG are eliminated
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