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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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Ah Welcome, fellow Priests of the Way and various Laypersons, welcome to the Opening of our newest Temple of the Way!
To the uninitiated that is here, celibrating our newest Temple, what is 'this Way' that the High Preist talks about? It is the way to building our Glorious Empire in the only way that we can only truthfully do, with calculating efficiency.
What does that entail, besides just building cities and roads and other Improvements?
It is life itself, for our empire cannot succeed if we don't pay heed to all aspects of the totalality. To do things that are not only just possibe, but to plan for futures apon futures.
It i knowing what others are also doing and likely to do. Their capabilities and weaknesses. And how we rate against them helps us to figure that out and plan accordingly.
And with the possible, today, What we CAN do Tomorrow. And how to help calculate the best way from today to our many Tomorrows.
This is THE WAY and we, The Priesthood of that Way, will see to it that it is accomplished.
Praise be to Great Inanna and Praise be to The Way!
Let the Celibration Commence today, because we have work to do Tomorrow!
High Priest of the Way E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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I need some people, to help with gathering information from each save. To find out things like what the others have in GNP, Mfg. Goods and Productivity, besides other things from the saves.
This is a dedicated effort to do each turn and can take a little time to do. But it's something that I can't (nor Kloreep) do all of the, as we have other things to do besides this. But it's something that we should and truthfully have to have for true success, IMHO.
Information is key, to knowing what someone can and can't do, which helps us to plan for what we need to do.
Other things that we need, is some people if not conversent with making and editing Simulations, to be willing to learn to do this and help in that respect.
As this game, currently, is fairly fast paced, we need to divide up these tasks so that we can be better all around, especially in planning for our future.
If your willing, we welcome you greatly.
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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As I can see from the save (and I still haven't had a chance to even fully delve into a small part of the discussions that have made the decisions for our build priorities) this is how our cities currently stand as of1425BC:
Babylon: Palace, Temple & Barracks are in place. It's currently building a 4 turn Library and hopefully a Markert soon afterwards. We are soon to be working towards making that city a true Production Workhouse with Mining the hills and Irrigating some land and getting it's population up more.
Inaana's Throne: Barracks are in place and it's building a worker to bleed off any excess pop (for happiness purposes - besides needing the worker) to be followed with more Mil Units. It also has some hills to get ready for a higher production rate.
As this is one of our Primary Mil Unit Production City, it will have to wait for a bit to get some other builds going, but as it's also one of our lowest Corruption cities (approxamately10.77%), we need to try to fit in a Lib and Market sometime. It does have 2 forrest thatcan be chopped to help speed a Market build.
Plains of Ashur: A Granary is in this city and it's our Primary Settler builder. Even after we have built all of the cities that we plan on building, we will need a couple of settlers for Offensive "Fort" cities, if we deside to attack someone. It's Corruption is approximately 17.71%, which is still good for our Nation with Monarchy. It would be good to possibly put a temple in that city, but it would, without any other improvements, be a slight (over time) drain compaired to the increased population that it would have with it. But, with the temple, figuring out 5 turn Settler builds would be a breeze, compaired to witout one. It mightbe better to get that Temple soonest. PoA also has a couple of Hills to get set and forrest to be chopped to help with Market builds, but they can wait a little bit for now.
Felinicity: We have a Temple here. But it's Corruption is high, at approximately 42.71%. This takes a lot of productivity from this city. It is currently building a Barracks, but once that is finished, it won't be very good at producing any Mil Units very fast. It might be better to build Mil Units that don't require a Barracks, like Cats and Trebs. At least until it gets a courthouse and/or Government change will it be able to produce very many Vet units. Walls might also be good, as it is next to AM and would be the first 'direct' attack route against us. Granted, if attacked, a barracks would help with healing units, but in the mean time, it would be a waste.
[EDIT before posted] Talked to Kloreep about this build, it's being changed to Cat[/edit]
Garden of Tammuz: Has a Granary and a Temple. It is currently our Primary Worker Production Center. It has a fairly good corruption of approximately 20.04%. It is also a very good source of Trade and will add to or economy, even as it builds lots of workers. There are plans for working on the hills so that it can also build settlers. This is good. But one thing that I can't quite fathom, when I look at that city, is why, OH why was the forrest with the silks chopped and not one of the other forrests? Until Railroads, will you not get a mined Tundra up to the same number of shields as a forrest on the same tile. We lose 4 TPT (after corruption) each turn because we aren't utilizing that tile. A good canidate for Lib & Market. Will be planting a Forrest there, as Soon as Engineering is available.
Potamia: Has a Temple. It is currently building a Barracks. Unfortunately, we missed an oppertunity, this very last turn, to shortrush for 3 shields (12 gold) and save 1 turn off of the build time, but that's o.k. I'll see what we can do, but it is a moot point. A Barracks will be good here, as it currently has an approximate Corruption of 26.39% while unconnected fromthe trade network. It will lose (get better) about 5% of that value when the road to it is built. This will be a fairly good Mil Unit production center, especially when it gets a bit more population and some of it's hills mined. With the River, it's also has good trade, which will man a possible Lib & Market build. It also has several Forrest to chop to help speed the Market build.
Kurra: Nothing here, building a Temple. It's corruption is around 35.83% (can't figure closer until more pop). After the Temple, this is also a good Canidate for Cats.
Hookah: Nothing here, building a Galley. It's corruption is around 27.50% (can't figure closer until more pop). We should get one more Galley and then look at a Barracks, as this might be a fair Production city. I'll know better in the next weeks as I get fully setup.
Lake Ishtar: Just built, working on Workers. It's Corruption is greater than 50%, so don't expect it to be building any settlers any time. It will hopefully get below 50% when a road is built to it. It will be a slow worker pump, while it's pop will increase fairly fast. Expect us to have to use specialist in it, when the pop gets high before we can get the 'pump fully charged'.
I'll add some more stuff later about worker things and productivity stuff, but this gives you a better overview of what is going on.
E_T
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skrobism
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What do you need?
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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Take the most resent save (for now, I'll see about some other things from the past ones, but let's get you started first), move the WF around and check the F11 screen.
1) Work on each of the 3 stats (GNP = trade, Mfg Goods = Shields, Productivity is Sum of Shields + Trade + Food), to first get 6th place.
2) keep on changing WF until our placing changes in respect to the others. IF we are equil to anyone else, we will be "last" in that stat.
For example, we are 6th in GNP up to 48, where we are 4th. What that shows is that 2 other Civs are at 47 and we become 4th when we get higher at 48. With same example, if we become 3rd at 50, we know that someone is at 49 and everyone else is equal or greater.
Do this until we either get #1 or we can't go any higher
3) record & report in Turnthread like this:
GNP: 47, 49, 51, 51, (us 52), 54
or with WF changes in turn that effect the stats
GNP: 47, 49, 51, 51, (SOT 51), (EOT 52), 54
Note: when we get Libs & Markets (and such), you might have to set slider to get a higher maximum on GNP & Prod.
Later, we will work on charting these figures in a graph (I'll provide the tools, you just fill in the essentals), but for now, lets get you started on this part.
Welcometo the Priesthood of the Way
HPotW E_T
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skrobism
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Um. I am sorry I asked. This is not a good weekend for this kind of analysis. I have a big party to plan this weekend including a hosting a pinewood derby. I won't have time.
So, don't count on me to do this. I will try to do this though and see if this is something that I can fit into my schedule on a regular basis for this team.
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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Hehe, I remember Pinewood derbies when I was in Cub Scouts.
As for the analysis, starting out, it takes some time to get the hang of it, but after you get used to it, it should only take a maximun of 1 hour per turn (if even that). But that is an hour that I don't have to give to the cause.
Once you get an idea as to how to do it and have some practice (and an idea as to how long per turn it will take), then we can progress to the next step....
Just to let you know, this last turn, we started out as 1st in Mfg, but went to 2nd after the WF changes. We are still first in the other 2 main stats (GNP & Prod).
HPotW E_T
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skrobism
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I'm sure I'll be able to find time later. If I can find an hour to post, I can find time to actually play. Just not this weekend.
Now to polish those axels...
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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As of the 1350BC save, we have the following Mil Units:
4 Warriors - 2 Vets, 2 Reg. One of each is to the North, scouting and or Returning from scouting.
2 Spearmen - Both Vets. All at Home.
6 Horsemen - All Vets. 5 of them are headed towards DR
7 Bowmen - 2 Vets, 5 Reg. All at home
1 Catapult - At home.
This is insuffecient for simple Garrison duties, little alone take care of Barbs AND to send units off to a far away War. With our expansion and the possibility of war much closer to Home, not counting the End of Age Barb Uprising, we need more Mil Units.
Plans to increase our Military are underway.
Workers will be working overtime to get Potamia setup to build as rapidly as possible.
Inanna's Throne will be building 4 turn Horsemen with mixtures of 1 turn Warriors and 2 turn spearmen/Bowmen. This will be slow growing while we get 10 SPT (at -1 FPT) for some of the builds and 8 SPT for the Horse builds.
Babylon will also build Units at 10 SPT while the Hills are being Mined. Hopefully we can get up to 15 SPT with a pop increase and the Mines. This will also do Warriors/Spearmen/Bowmen builds. But IT will them go over to a Market build when we get Currency and there is still the Option for a Wonder soon, too.
Hookah is currently building Galleys, but will switch to other things after a second one is built.
Felinicity is building Cats and other Cities will also Contribute.
Goal for this Increase (just to get us up to Parity):
Spearmen (before Pikemen) - 12
Warriors (before Iron Connected) - 10
Horsemen - 12
Bowmen - 12
Catapults - 6
Galleys - 2
Unrelated to Mil Units, but important when considering Unit Cost:
Workers - we have 12, but we have a lot of hills to be worked on. We want a contiuous Worker number of double the number of cities (currently 9 cities so 18 workers), but some of those workerswill also be added to cities to help increase their Populations. So., GoH, for now, will be doing 2 turn Workers, then that will be transfered over to PoA when we can build 4 turn settlers in GoT.
Yes, this will have effects on our Cashflow, but we will also be building more cities, adding Markets and getting some of the Cities up above size 7 to help offset the Unit Costs.
HPotW E_T
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