 |
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:23
|
|
Here is the City Status chart for 770AD:
A few builds will be increases with WorkForce changes and I have a whole list of Items to Add to the Queue. These will be addressed in the next Gameplay orders for 770-820AD.
In the last 70 Years (7 turns) we have made some progress in our building program.
For our 40 cities, we have brought online: 3 Temples; 3 Courthouses; 2 Barracks; 1 Harbor, 6 Cathedrals & 2 Marketplaces,. We have more of these in the works. We also have some Libraries, Harbors, Aqueducts and Banks that are in the Queue and with more to be added. We have the Forbidden Palace Scheduled to be built in Contagion and the Palace is to be moved to Timeline.
We have Increased our Native Public Worker Force from 27 to 37 Workers, a 37% increase in our abilities to Clear Jungle & provide other Infrastructure for our cities. We have more workers currently under production or in the build Queue.
We have also Increased our Defensive Military Capability by 2 Musketmen. With the Spearmen & Pikemen that we have for our defenses, we have had a total Defense Increase of 6.7%. Our Offensive (and Mounted Defensive) Capability has also Increased by 25% with the addition of 6 more War Chariots. These can be quickly upgraded to provide an higher defense and can quickly react to any possible hostilities. Our Navy has increased by 50% with the addition of a Caravel. We have Additional Offensive, Defensive & Navel Units either being built or in the Queue.
With the anticipated GA, we should be able to complete a good number of build projects that are Under Construction or are in the Queues.
E_T
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:23
|
|
quote: Originally posted by GhengisFarb
Actually, Mingapulco isn't as in desperate need of workers as the other areas. Having Gotham build a worker now will drop it from We Humor the Village Idiot Day (dropping to 5, it would no longer meet the requisites). It has a cathedral and can grow quite a bit more before being unhappy so if we build the worker after it's size 7 we can keep it WHTVID. I think this would be a good strategy to follow with the other cities as well if possible. With Arbela dropping out of WHTVID, it became more vulnerable to culture flip for 1 turn.
|
That's that last Worker that I'll be taking from Arbela's ranks until it reaches size 12, and it was ONLY out of WLKD for one turn. I felt that it had sufficient Culture for just that one turn.
The one worker in Gotham will be the last from it's ranks until it gets to Size 12. We still have a lot of Jungle and other stuff in that Region that the worker will be needed for. And it will just be in size 7 when the Worker is built, dropping it back to 6 and not losing WLMrWIAD and will quickly go back to size 7 after.
quote:
I have another question. Why do you Wealth as a placeholder? All shields from wealth are converted to gold, whereas if you chose the most expensive building it would stockpile shields until you switched to something else and then they would apply to the new construct. |
It's not for shield storage, it's for Queue holding of place. Take Chartres, It just completed a Temple this Gameplay. I can now change the Wealth Placeholder to Cathedral (which I couldn't before the Temple was built). Cathedrals while not having Temples, Banks whild not having Markets & Universities while not having Libraies, these are what I'm using the placeholders for. Also for a possible desision on building a future wonder, As the placeholder approches the front of the queue, we can evaluate the cities fitness for the construction of a wonder (if we have the required tech).
|
|
|  |
 |
|  |
 |
|
Laertes
|
 |
London
Jul 2000 time: 05:23
|
|
Observations from the local administration:
Macross City - current size 12
Growth in: 2 turns (not possible - maxed out)
Building: Marketplace in 14
Rush cost: 280, reducing by 20 per turn
Culture expansion: 158 turns
Happiness: 7-1-3-Sci. One Frenchman in the city, who could go unhappy when we go to war.
Workforce: OK
Tiles: Need mine in s16/e2 and 5/s. Need road 1/n and 2/ne
Here It Is - current size 9
Growth in: 19
Building:Cathedral in 3, then musket
Rush cost: 96, reducing by 24 per turn
Culture: 427 turns, will accelerate when Cath built
Happiness: Celebrating WHTVI Day 9-0-0 Has one Frenchman
Workforce: OK
Tiles: Need mine road on 3/se
Jerusalem - current size 6
Growth in: 9 (not poss)
Building: Harbour in 25 turns
Rush cost: 296, reducing by 12
Culture: 176
Happiness: Celebrating WHTVI Day 6-0-0
Workforce: OK
Tiles: Need road 21/nnw
Port Rouge - current size 7
Growth in: 8
Building: Cathedral in 8 turns
Rush cost: 208, reducing by 28
Culture: 156 turns
Happiness: 4-1-2 including one Frenchman currently Happy, but not likely to remain that way for long!
Workforce: OK
Tiles: Could add mines to 9/nne, 10/ne2
Opiadom - current size 6
Growth in: 1 (not possible)
Building: Cathedral in 42 (lazy - must be union problems)
Rush cost: 168, reducing by 4
Culture: 11 turns
Happiness: 4-1-1 with one Froggie
We could get to celebration and a quicker cathedral, by doing:
Tile improvement: Mine 13/se2
Workforce: take off 8/nw and then move 11 to 13 when mine built.
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|