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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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This thread is intended to host a project for worker integration.
I don't have much time, so I'll update it when I do pauses during my real life work, and as such, it is a work in progress.
Part 1 : the population potential in cities.
Everything here comes from the 1305 save. "Max population" means the maximum population the city should reach with the its agricultural potential, once all improvements have been built. It doesn't count tile overlap, which means pop maxes are higher than real in densely city-ed zones (such as the Apolyton - Gotham zone)
Muncie
Max population : 21
Hospital built in 1325 AB
Current pop : 12
Here It Is :
Max population : 20-21
Hospital built in 1350 AB
Current pop : 12
Del Monte
Max population : 20-21
Hospital : not planned
Current pop : 12
Apolyton
Max population : 21-22
Hospital : not planned
Current pop : 12
Banana HQ
Max population : 21
Hospital : not planned
Current pop : 11 (growth in 10 turns)
The Forbidden City
Max pop : 22
Hospital built in 1350 AB
Current pop : 12
Gaia
Max population : 24
Hospital not planned
Current pop : 12
Port Rouge
Max population : 25-26
Hospital built in 1420 AB
Current pop : 12
Howitzerville
Max population : not sure yet
Hospital not planned. Aqueduct not needed
Current pop : 6 (growth in one turn)
Termina
Max population : 23
Hospital not planned
Current pop : 12
El Duderino
Max population : 21
Hospital not planned
Current pop : 11 (growth in 4 turns)
Rheims
Max population : 25
Hospital not planned
Current pop : 10 (growth in 4 turns)
Lhasa
Max pop : 12
Aqueduct built in 1330 AB
Current pop : 6
Arbela
Max pop : 15
Hospital built in 1385 AB
Current pop 12
Timeline
Max pop : 24
Hospital built in 1345 AB
Current pop : 12
Tassagrad
Max pop : 22
Hospital not planned
Current pop : 12
Antioch
Max pop : 21
Hospital not planned
Current pop : 12
Tarsus
Max pop : 22-23
Hospital not planned
Current pop : 12
Macross City
Max pop : 26-27
Hospital built in ca. 1410 AB
Current pop : 12
Willsbury
Max pop : 25
Hospital not planned
Current pop : 12
Chartres
Max pop : 22
Hospital built in 1405 AB
Current pop : 9 (growth in 2 turns)
Bacteria
Max pop : 22-23
Hospital built in 1430 AB
Current pop : 10 (growth in 4 turns)
Seeberg
Max pop : 21
Hospital not planned
Current pop : 12
Los Alamos
Max pop : 21-22
Hospital not planned
Current pop : 9 (growth in 5 turns)
Ubergorsk
Max pop : 22
Hospital not planned
Current pop : 12
Jerusalem
Max pop : 19-20
Hospital not planned
Current pop : 10 (growth in 13 turns)
GeoFront
Max pop : 22-23
Hospital not planned
Current pop : 9 (growth in 6 turns)
Napoleton
Max pop : 20-21
Hospital not planned
Current pop : 9 (growth in 2 turns)
Hannover
Max pop : not sure yet
Aqueduct not planned
Current pop : 5 (no growth expected)
Loveshack
Max pop : 22
Hospital not planned
Current pop : 10 (growth in one turn)
Dijon
Max pop : 21
Aqueduct built in 1350 AB
Current pop : 6
Arcadia
Max pop : 17
Aqueduct built in 1355 AB
Current pop : 5 (growth in 3 turns)
Brundisium
Max pop : not sure yet
Hospital not planned
Current pop : 2 (growth in 9 turns)
Solace
Max pop : 23
Hospital not planned
Current pop : 8 (growth in 3 turns)
Chiquita
Max pop : 21
Hospital not planned
Current pop : 10 (growth in 3 turns)
Heroes' Summit
Max pop : not sure yet
Aqueduct not planned
Current pop : 1 (should become 6 this turn)
New York
Max pop : 22-23
Hospital not planned
Current pop : 12
Another Glorious City
Max Pop : 22
Hospital not planned
Current pop : 11 (growth in 5 turns)
Opiadom
Max pop : 23
Hospital not planned
Current pop : 8 (growth in 3 turns)
Oak Ridge
Max pop : 24
Hospital not planned
Current pop : 9 (growth in one turn)
Welsh Coast
Max pop : 23
Hospital not planned
Current pop : 7 (growth in 8 turns)
Port of Malignance
Max pop : 22
Hospital not planned
Current pop : 12
Gotham
Max pop : 23
Hospital built in 1380 AB
Current pop : 12
Boomtown
Max pop : 22-23
Hospital not planned
Current pop : 11 (growth in 3 turns)
Ghengistown
Max pop : 25
Hospital built in 1350 AB
Current pop : 12
Shiberport
Max pop : 23
Hospital not planned
Current pop : 8 (growth in one turn)
Hole in the Wall
Max pop : 20-21
Aqueduct built in 1360 AB
Current pop : 6
San Cortes
Max pop : 9
Hospital not planned
Current pop : 8 (growth in 3 turns)
Neon Uber City
Max pop : 22
Hospital not planned
Current pop : 7 (growth in 9 turns)
Ferropolis
Max pop : 20
Hospital not planned
Current pop : 12
Port of Where Its At
Max pop : 25
Aqueduct built in 1400 AB
Current pop : 6
Last edited by Spiffor on 09-01-2003 at 19:43
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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Roadcage : you are right. Unfortunately, I don't think I'll ever want to make such a mining plan before next turnchat, so we'll have to wait a bit (again, if anybody wants to design such a plan, he is really more than welcome ; doing all this PW job is exhausting). Also, many cities will have a max size 21, because of the 2 food excedent produced within the city tile.
Also, please all remember these are only estimates, which can be proven wrong by one pop or two, or by one turn or 2 (things can change, and I counted quickly in each city). SO these figures are not to be taken religiously, but rather should indicate what our general needs are.
If RAs, or any involved citizen, want to make detailed demographic estimations of their cities, they are more than welcome.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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Aggie : yes, that was what I intended to do.
I will NOT integrate any foreigner whose country is at war with us.
I won't hesitate to heavily integrate French workers in some cities. AFAIK, there is no risk of cultural reversion towards France. But I will integrate, say Greek workers, in cities far from Greece, and without any cultural risk (say Muncie, Forbidden City...)
Skywalker : in the formula, the word 'foreign' seems to mean "belonging to the Civ which could profit from the culture flip". While I cannot be sure (has anyone from the strategy forum confirmed what precisely "foreign" means ?), it is more than likely that adding foreign workers near the English border will be risky only if the workers are English, here is why I think so :
- in the formula, all occurences to 'foreign' means 'belonging to the threatening culture'. By extention, 'foreign' citizens should mean "citizens who belong to the threatening culture" (of which I cannot be completely sure, that's why I ordered to integrate natives in Howitzerville and Heroes' Summit)
- Civ3 keeps the concept of nationality during the whole game. Each citizen, each worker and settler in the game is flagged with his own nationality, not just in terms of 'foreign' and 'nationals'. If you select a Persian worker, the game displays "Worker (Persian)" at the bottom right of the page, not 'Worker (Foreign)"
- In the case of cities next to several borders (for example San Cortes), the game must resolve to whom the city would flip. It can only do so by knowing the nationality of the threatening elements (like how many tiles within the radius the Greeks have, how many Greek citizens are there)
Again, this is just assumption, but I think there are good reasons to assume so. Only Soren could tell us precisely. But in cities with unsignificant risk of culture flip, I will not hesitate to integrate workers from another culture than the neighbouring one.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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Part 2 : The status of our workforce
Not too much work, but it has to be done to know precisely what we are talking about
82 Apolytonians
33 French
12 Persians
8 Babylonians
5 Americans
3 Greeks
3 Germans
2 English
1 Roman
We can get one more Roman worker from Brundisium, and probably naught from Syracuse (except if Syracuse has workers / settlers garrisonning).
I don't know how much Roman workers we can get from future conquests, as I don't know how many cities we'll take. I however completely support operation Screw Rome (courtesy WhiteBandit)
Total 67 slaves. Did we capture a German worker recently, or did I calculate wrongly ?
Last edited by Spiffor on 09-01-2003 at 20:11
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