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What infrastructure should be rushed in very corrupt cities?
This poll is closed.
Barracks 5 41.67%
Granary 5 41.67%
Aqueduct 7 58.33%
Marketplace 6 50.00%
Courthouse 8 66.67%
Harbor 8 66.67%
Library 1 8.33%
Infirmary 2 16.67%
Church 1 8.33%
Total: 12 voters 100%
  [Edit Poll (moderators only)]

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Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:34
  Old Post 03-04-2005 22:14 Visit Modo44's homepage!
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Emperor Modo II - Poll 5 - Infrastructure Remove this text

The questions are exclusively for very corrupt cities, as our core is alsmost fully built up now.

As stated in my status report, we could use many new Granaries, due to the high population needed to win the scenario. Those would need to be rushed, of course.

This is a multi-choice poll. I need to know, which buildings the Senators find worth rushing. And by "worth rushing" I mean that the cash will be assigned before it is burned on units! Courthouses would be rushed only in cities that have some production.

This poll will also help me choose build queues for those cities.

Last edited by Modo44 on 03-04-2005 at 22:19

Donegeal is offline Donegeal
King
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Jul 2002
time: 05:34
  Old Post 03-04-2005 22:30
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Our war front has moved dramaticly. Barracks in Gaul are no longer that practical. Graneries are very useful as we need to get to work on the 50% population victory point. Markets are great to help keep the people happy. Aquaducts only where it is pracital.

Courthouses sound like a good idea, but our outercities are so corrupt that I think they have little value. Perhaps if a sim could be run to determine which cities would benefit.

All the rest, bah! Well, a harbor only if the city needs the food. I think that they are all connected already and won't need a water trade route.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:34
  Old Post 03-04-2005 22:36 Visit Modo44's homepage!
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quote:
Originally posted by Donegeal
Aquaducts only where it is pracital.

Of course. There are 3 or 4 candidates at the moment.

quote:
Originally posted by Donegeal
Courthouses sound like a good idea, but our outercities are so corrupt that I think they have little value. Perhaps if a sim could be run to determine which cities would benefit.

I do no sims. I just look for cities that make more than one Shield and only those get Courthouses at all - guaranteed to help at least a bit.

quote:
Originally posted by Donegeal
All the rest, bah!

I agree, but I bet somebody would start complaining, had I not included those.

quote:
Originally posted by Donegeal
Well, a harbor only if the city needs the food. I think that they are all connected already and won't need a water trade route.

Well, food is the general usage of Harbors anyway. They are dirt cheap, as we are Militaristic.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:34
  Old Post 03-04-2005 23:41 Visit joncnunn's homepage!
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Voting Baracks, Aquaduct, MP, CH, Harbor, and Infirmary.

Baracks: Should be the very first thing built in new cities and rushed if anywhere near a boarder [including coast]. This allows any units needing to be rushed there to be Vets.

Aquaduct: Rush on cities that are size 6.

Market Places: Rush at size 5+

Court House: Rush at size 3+. The CH should pay for itself at this size. (max 80% corrupiton instead of max 70%)

Harbor: Rush if needed for growth.

Infirmary: Rush at size 12. Athough there's probably none in this cateogory.

Didn't vote for Libaries, but cultural flip risk cities should probably have them rushed.

Didn't vote for Churches, but if we have corrupt cities that need them for happiness reasons or WLTPD ones and the city is big enough, rush as well.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:34
  Old Post 03-04-2005 23:48 Visit Modo44's homepage!
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I am surprised Granaries are not the first up there. Remember, we need a much bigger population to win! Of course, we will capture cities, but growth is still the easiest way there.

ormuzd is offline ormuzd
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Jan 2003
time: 07:34
  Old Post 03-04-2005 23:48 Visit ormuzd's homepage!
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Voted for harbor, aqueduct, marketplace and granary. But I agree with Modo and Donegal about courthouses.

No barracks - if we rush merkets, harbors, aqueducts, etc. we will not have the money for units too.

We need to rush only those building which help the city grow as fast as possible to size 12. I don't think infimaries will be useful. Let them stay at 12. If they reach 12 we can build a citizen or worker.

Libraries - NO! We don't need libraries and they will produce nothing in the corrupted cities.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:34
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Ormund, I think the only reason Library was on there was for cultural affects.

We've been at 0% science for quite some time now.

Modo44 is offline Modo44
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in western Poland
Jul 2004
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  Old Post 04-04-2005 00:11 Visit Modo44's homepage!
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Yes, you are right about the Library. As far as I can see only Polyroman Carthage needs culture rushed, so I will do that.

Cities that need Churches can usually build them without rushing, but no point leaving that option out.

roadcage is offline roadcage
Prince
Minneapolis Kansas
Nov 2001
time: 23:34
  Old Post 04-04-2005 05:09
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There is no need for additional culture in Polyroman Carthage.

to download the flip calculator look here

This thread also has the equations etc and upon viewing, current local culture is not a direct variable.

Local culture is used to determine how many tiles are ai culture influenced. In our instance both impinging AI cities are relatively old. Currently the AI takes several tier 1 tiles from Polyroman Carthage. This will not change until Polyroman Carthage has more culture than the impinging cities. It is doubtful if culture rush will ever change the impinged tile count. Despite this the flip situation is ok.

flip data for Polyroman Carthage
basis 15 ad

zero foreigners
13 tiles ai culture controlled + 3 other tiles ai occupied
ie 16 tiles influenced

number of ai occupied tiles changes every turn but 3 is typical

culture ratio approx 5000 total carthage culture and approx 7000 total rome culture

we have 18 or 20 unit garrison depending on how Army Flag units are counted.

distance ratio approx 1.16 (in our favor)

City status is normal
Since we built this city, foreign city culture is "no"

using this data the chances of flipping are ZERO

And 12 garrison is adequate to prevent flip.

Conclusion: Culture rushing in Polyroman Carthage is not advised. Flip status is safe.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:34
  Old Post 04-04-2005 13:27 Visit Modo44's homepage!
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Your point is noted, Emperor Roadcage.

quote:
Originally posted by roadcage
Conclusion: Culture rushing in Polyroman Carthage is not advised. Flip status is safe.

This, however, is only true if the decision is to sit and defend. This needs a conclusive poll, and that is not the case at the moment. If we capture or raze the two Carthaginian cities, culture will ba a viable improvement for Polyroman Carthage.

ChrisiusMaximus is offline ChrisiusMaximus
Emperor
Staffordshire England
Jul 2002
time: 05:34
  Old Post 04-04-2005 14:42
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Barracks the only one i care about as we be Rome and will win this by conquest surely

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:34
  Old Post 04-04-2005 16:07 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Barracks and Harbours

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:34
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I doubt we will flip any of the larger Mac cities, so no libraries at the front.

I agree with Modo on Granaries to get growth, then long term idea for growth ..infirmary

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