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Panzer32
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Queens University, Kingston, Ontario
Oct 2002 time: 00:28
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Issue #2: Workers
Basically, we don't have enough workers. In the last save, the number was 3 natives and one slave. That is not good enough for a 13 city empire. We should have at least 13. I hope that maybe we can switch the new cities' production from barracks to workers. Also, Camp Concord is to become a worker pump after the war.
Issue #3: City Kings
Currently, we have 4 Kingless Cities, and if we decide Port Isolation is permanent, that makes 5. This just exemplifies our lack of participation. I liked the idea at first, but if it has become a chore to some people, I think it might be better to have each city come under the Minister of the Interior, who could do spreadsheets of queues for various cities, which might be more unified than having various city Kings.
Thats it for now. Probably the biggest issue is city placement. Please comment 
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Panzer32
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Queens University, Kingston, Ontario
Oct 2002 time: 00:28
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ok, I did a scenario with both city placements to see which one was better. I found out that it didn't matter the number of cities in the East, they were all basically non-functioning cities. They all had crippling corruption. I think, that for the east, we should use my city placement and build the forbidden palace in city number 8. That allows each of those cities to be productive. I suggest, however, that city 9 be moved south one tile. This alleviates a lot of tile working congestion. Also, it gives us another coastal city.
Now for the east. I realise now that, unless we are going to eventually disband the camps, that cities 1 and 2 are a bad idea. City 3 would be moved SE, again to allow the other cities to use more tiles.
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Master Zen
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of naughty
Jan 2003 time: 23:28
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I beg to differ on what optimal warmonger strategy is, at least in my experience with both SP and MP games.
In SP, ultimate warmonger strategy is to use a camp system. 4-5 military camp cities are usually the best, with two of them 2-tiles from the capital, and the other each near a productive core city. Build barracks and voilá, you're churning out a good amount of units for defense and attack. I once went the extreme, built about 6 military camps by the time of chivalry with a huge map and the rest of my cities OCPed, and just crushed my neighbor in 20 turns which was the most powerful civ in the game and had about 25 cities.
On standard maps the strategy is the same, however, instead of OCP I'd use a 4-tile pattern, which I think is our error in this game since it is a standard map. I have never found OCP to be in any way superior to 3-tile or 4-tile on standard maps even with a camp system.
Finally, I think MP changes this whole strategy because humans are far more likely to successfully invade you than the AI. In MP, the best city placement is hands down 3-tile especially around the borders. Why? Because a 3-tile system can effectively defend and counterrattack any stack that gets in your way. You can move your defenses around the ring in the same turn, as well as your attack units which will strike at the stack as it approaches your cities. And with 3-tile no matter where the stack goes through, it WILL have to pass by a city. Any looser pattern of city placement will force you to move your counterattacking force into open ground to strike at the stack, and that is very dangerous.
For this reason is that I would recommend 3-tile as in Panzer's original plan for the west. Until we get hospitals, it is useless to get a lot of space for our cities. By the time we get there (if we get there) we simply disband the camps, which are meant to be temporary in the first place. By that time we well may be fearing an ND attack, and 3-tile will make our defense far more durable.
Just my 2 cents... 
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