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vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 05-09-2003 02:24
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This thread is meant to contain the discussion and plans related to our Golden Ages. I intend to do a series of analyses for every city of ours, finding out the ideal setup - that should help us to properly time our GA.

Note: Unless someone beats us to Magellan's Expedition (or something really unexpected happens), we shall trigger our GA by completing this wonder in Jackson on Turn 177, in 610AD.

Last edited by vondrack on 31-01-2004 at 21:47

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 05-09-2003 03:24
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Jackson (READY)

The ideal GA setup for Jackson is at pop 12, working:

code:
1x (+2F 2S 6C) ... city tile 3x (-1F 4S 3C) ... 3 mined/roaded hills 1x (+2F 3S 3C) ... 1 mined/roaded cattle 2x ( 0F 3S 3C) ... 2 mined/roaded bonus grasses 2x (+1F 2S 3C) ... 2 irrigated/roaded bonus grass 1x ( 0F 2S 3C) ... 1 mined/roaded regular grass 3x (-1F 2S 3C) ... 3 irrigated deserts
Total food: 24 fpt; food neutral setup (city not growing, nor starving)
Total production: 35spt
Total commerce: 42gpt

The city is building the Magellan's Expedition wonder that will trigger our GA on Turn 177 (610AD). Due to the WLTKD in the city, we are going to overshoot the build by 2 shields - but we are not going to over-optimize... better safe than sorry.

Note: Jackson is one of our cities that, to my astonishment, produce 2 (two) shields in their city tile... I've always thought it was impossible?! If this extra shields is not lost, the raw GA shield output will be 36spt, not 35spt.

Last edited by vondrack on 11-02-2004 at 03:18

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 05-09-2003 12:26
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Legopolis (READY)

The ideal GA setup for Legopolis will be pop 12, working:

code:
1x (+2F 2S 7C) ... city tile 4x (-1F 4S 4C) ... 4 mined/roaded riverbank hills 1x (-1F 4S 3C) ... 1 mined/roaded hill 1x (+3F 2S 4C) ... 1 irrigated/roaded riverbank cattle 1x ( 0F 3S 4C) ... 1 mined/roaded riverbank bonus grass 4x ( 0F 2S 4C) ... 4 mined/roaded riverbank grasses 1x ( 0F 2S 3C) ... 1 mined/roaded grass
Total food: 24fpt, a food neutral setup (city not growing, nor starving)
Total production: 37 spt
Total commerce: 53 gpt

The city is building Adam Smith's great wonder (or, as a backup plan, Sistine Chapel), which should be finished 3 turns into our GA (640AD) with a hefty (more than 10S) shield overshoot.

Last edited by vondrack on 11-02-2004 at 03:21

vondrack is offline vondrack

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Jan 2002
time: 06:30
  Old Post 05-09-2003 14:37
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Panama (last updated: turn 175)

There is an ideal GA setup for Panama at pop 12:

code:
1x (+2F 2S 6C) ... city tile 1x (-1F 4S 4C) ... 1 mined/roaded riverbank hill - done 1x (-1F 5S 4C) ... 1 mined/roaded riverbank iron hill - done 1x (-1F 4S 5C) ... 1 mined/roaded riverbank horse hill - done 1x (-1F 4S 3C) ... 1 mined/roaded hill - done 1x ( 0F 2S 4C) ... 1 irrigated/roaded riverbank plains - done 1x ( 0F 2S 3C) ... 1 irrigated/roaded plains - done 1x (-1F 2S 3C) ... 1 irrigated/roaded desert - done 1x (+1F 2S 3C) ... 1 irrigated/roaded bonus grassland 1x ( 0F 3S 4C) ... 1 mined/roaded bonus riverside grass - done 1x ( 0F 3S 4C) ... 1 mined/roaded bonus grass - done 1x (+2F 2S 3C) ... 1 mined game grassland 1x ( 0F 0S 4C) ... 1 coast - done

Total food: 24 (city not growing, nor starving)
Total shield: 35spt
Total Commerce: 50gpt

Terrain improvements needed:

a) mine the game grassland (1 wt)

Total worker turns needed: 1 wt

The last Panama pop point will be Jinxo, joining the city on Turn 177 (see below).

Production queue:

Turn 175 (pop++): building knight (36/70)
Turn 176 (02F): building knight (53/70)
Turn 177 (04F): knight finished

Jinxo is taking care of the last minute GA preparations:

Turn 175: mining the Panama game (2)
Turn 176: mining the Panama game (3)
Turn 177: joining Panama, GA start

Note: Panama is another example of a city producing 2 (two) shields in the city tile... if this shield is not lost, the raw GA shield output will be 36spt).

Last edited by vondrack on 11-02-2004 at 03:25

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time: 06:30
  Old Post 10-09-2003 13:42
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Dye Fields (READY)

The ideal GA setup for Dye Fields is pop 12, working:

code:
1x (+2F 2S 4C) ... city tile 1x (-1F 4S 3C) ... 1 mined/roaded hill 4x ( 0F 2S 4C) ... 4 mined/roaded dye grasses 1x ( 0F 3S 3C) ... 1 mined/roaded bonus grasses 6x ( 0F 2S 3C) ... 6 mined/roaded regular grasses
Food: +1fpt (city growing very slowly)
Production: 28spt (before waste)
Commerce: 55spt (before corruption)

Dye Fields is currently building a library (to be ready on Turn 177, when our GA start).

Last edited by vondrack on 06-02-2004 at 23:45

vondrack is offline vondrack

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Jan 2002
time: 06:30
  Old Post 17-09-2003 21:14
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Red Bricks (READY)

The ideal GA setup for Red Bricks at pop 12 is:

code:
1x (+2F 2S 7C) ... city tile 1x (-2F 4S 7C) ... 1 mined/roaded gold mountain 1x (-2F 4S 4C) ... 1 mined/roaded mountain 2x (+1F 2S 4C) ... 2 irrigated/roaded riverbank bonus grasses 5x ( 0F 2S 4C) ... 5 mined/roaded riverbank grasses 3x ( 0F 2S 3C) ... 3 mined/roaded grasses
Total food: 24fpt (city not growing, nor starving)
Total shield: 30spt
Total commerce: 55gpt.

We would, of course, be better working only riverbank tiles, but it's too time consuming to clear all that jungle; I suggest we do everything else first and get back to clearing more jungle only if time and manforce permits.

City improvements needed:

Speaking city improvements, we have everything basic we need in Red Bricks. However, the city is (at net 15spt) not very suitable for building 40-shield cannons. Thus, we are building a bank here (as Red Bricks will have the highest GA commerce output out of all our cities):

T175: building bank (98/160)
T176: building bank (113/160); partial goldrush to 120S
T177: building bank (135/160)
T178: bank finished (the GA shield output should hopefully be at least 25spt; if not, we change the build to university)

Last edited by vondrack on 11-02-2004 at 03:32

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 17-11-2003 22:49
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Kloreepville (last updated: turn 175)

Ideal GA setup for Kloreepville at pop 12 we are going for:

code:
1x (+2F 2S 6C) ... city tile 2x (+1F 2S 3C) ... irrigated/roaded bonus grass - done 1x (+1F 0S 3C) ... irrigated/roaded reg. grass - done 4x ( 0F 2S 3C) ... 4 mined/roaded reg. grasses - 3 done 5x (-1F 4S 3C) ... 5 mined/roaded hills - done
Total food: 24fpt (city not growing, nor starving)
Total shields: 34spt (before waste)
Total commerce: 42 (before corruption)

Terrain improvements needed:

a) clear, road & mine the jungle NE-NE of the city (12+2+3=17 Wt)

Total worker turns needed: 17

This is to allow Invoice to use the roaded/mined grassland W-NW of Kloreepville (Invoice will need every single shield, as it is quite poor shield-wise and our GA will be the only period we will be able to get something built there in a reasonable time-frame).

Worker schedule:

T176: Jason Jr., Martin, and Patrick clearing jungle (1+2+3)
T177: Jason Jr., Martin, and Patrick clearing jungle (4+5+6)
T178: Jason Jr., Martin, and Patrick clearing jungle (7+8+9)
T178: Jason Jr., Martin, and Patrick clearing jungle (10+11+12)
T179: Jason Jr., Martin, and Patrick mining (1+2+3)
T180: Jason Jr. & Martin roading (1+2), Patrick free to go elsewhere

If we are lucky again and the grassland is a bonus one, we irrigate it instead, mining the irrigated regular grass E of the city:

T179: Jason Jr. & Martin roading (1+2), Patrick irrigating (1)
T180: Jason Jr. & Martin moving S and mining (1+2), Patrick irrigating (2)
T181: Jason Jr. mining (3), Martin & Patrick free to go elsewhere

We are currently building a marketplace in the city:

T175: 9S, +9(+2(spt
T176: 20S, +19spt
T177: 39S

Depending on the net GA shield output, the marketplace will then take from 1 to 3 turns to finish (most likely 2t with a small goldrush).

Last edited by vondrack on 11-02-2004 at 03:48

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 18-11-2003 02:13
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Sharpehaven (last updated: turn 175)

Ideal setup at size 12:

code:
1 x (2f + 2s + 6c) ... city tile 1 x (1f + 4s + 7c) ... 1 mined/roaded gold hill (E) 5 x (1f + 4s + 3c) ... 5 mined/roaded hills 1 x (5f + 0s + 3c) ... 1 irrigated/roaded wheat (W-S) 1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass (W) 4 x (2f + 2s + 3c) ... 4 mined/roaded reg. grasses (SW,SW-S,S,S-E)

Total food: 24fpt (city not growing, nor starving)
Total shields: 36spt (before waste)
Total commerce: 46gpt (before corruption)

Growth schedule:

T175 - 32F, +4fpt
T176 - 36F, +4fpt
T177 - city grows to pop 9 + 3 workers (Peter, Warwick, and Forrest - coming from Kloreepville) joining -> pop 12, ready for GA

We are currently building a courthouse in S'haven - it will be finished on Turn 177, just when we trigger our GA:

T175: 65S, +8spt
T176: 73S, +8spt
T177: courthouse finished

Last edited by vondrack on 11-02-2004 at 03:51

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 18-11-2003 12:05
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Great stuff, Tibi! Keep it coming!

I will add my comments and some more cities myself today.

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 18-11-2003 12:35
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Tarzania (last updated: turn 175)

code:
1x (2S 2S 3C) ... city tile 4x (-1F 4S 3C) ... 4 mined/roaded hills 2x (+1F 2S 3C) ... 2 irrigated/roaded bonus grasses (W-SW, NW) 1x ( 0F 3S 3C) ... 1 mined/roaded bonus grasses 5x ( 0F 2S 3C) ... 5 mined/roaded reg. grasses
Total food: 24 (city not growing, nor starving)
Total production: 35spt
Total commerce: 39gpt

Terrain improvements needed:

a) road and mine the hill N-NE of the city (3 wt to go)
b) clear one more jungle, road and mine it: 10+2+3 = 15 wt;

Total worker turns: 18 wt

Worker schedule:

T175: Adam Jr., Ivan, & Pink mining (1+2+3)
----: Gus mining (3)
----: Toby Jr. & Stanley Jr. clearing jungle (1+2)
----: Bruno, Tarzan, & Michael Jr. moving to the jungle
T176: Adam Jr., Ivan, & Pink mining (4+5+6)
----: Gus moving NE-NE and joining the city
----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (3+4+5+6+7)
T177: Adam Jr., Ivan, & Pink moving S-SW and joining city
----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (8+9+10+11+12)
T178: Toby Jr. & Stanley Jr. roading (1+2)
----: Bruno, Tarzan, & Michael Jr. mining (1+2+3)

We are currently building a marketplace in the city:

T175: 0S, +13spt
T176: 13S, +14spt
T177: 27S

It should then take ~3 turns to finish the marketplace.

Last edited by vondrack on 11-02-2004 at 03:58

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 18-11-2003 13:17
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Farmerville (last updated: turn 172)

There is an ideal GA setup for Farmerville at pop 12:

Scenario.1: Max growth

code:
1x (2F 2S 7C) ... city tile 1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain (W) - done 2x (4F 0S 4C) ... 2 irrigated/roaded riverbank floodplains (NW, NW-NW) - done 2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses (N, NE) - done 1x (2F 2S 4C) ... 1 mined/roaded riverbank reg. grass (SE) - done 3x (2F 2S 3C) ... 3 mined/roaded reg. grasses (S, NE-N, NE-NE) 1x (3F 2S 3C) ... 1 irrigated/roaded bonus grass (from Tarzania) - done 1x (0F 3S 3C) ... 1 mined/roaded desert (SW) - done 1x (3F 0S 4C) ... 1 irrigated/roaded reg riverbank grass (E) - done
Total food: 2+6+8+4+2+6+3+0+3 = 34 (+10 food/turn -> +1pop/2turns)
Total shield: 2+0+0+6+2+2+3+0 = 15 spt
Total Commerce: 7+4+8+8+4+9+3+3+4 = 50 gpt

Terrain improvements needed:

a) road and mine 3 grasses: 3 x (1+2+3) = 18 wt

Total: 18 wt

Note: I (vondrack) believe we should go for the max production setup, as the max growth setup does not really improve the city too much - it can grow fast enough even as is...


Scenario.2: Max production

code:
1x (2F 2S 7C) ... city tile 1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain - done 1x (4F 0S 4C) ... 1 irrigated/roaded riverbank floodplain - done 2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses - done 1x (2F 2S 4C) ... 1 mined/roaded riverbank grass - done 3x (2F 2S 3C) ... 3 mined/roaded grasses 3x (0F 3S 3C) ... 3 mined/roaded deserts 1x (1F 3S 4c) ... 1 roaded forest - done
Total food: 2+6+4+4+2+6+0+1 = 25 (+1food/turn)
Total shield: 2+0+0+6+2+6+9+3 = 28 spt
Total Commerce: 7+4+4+8+4+9+9+4 = 49 gpt

Terrain improvements needed:

a) mine the grassland NE-NE of the city (1 Wt)
b) road and mine the grassland N-NE of the city (2+3=5 Wt)
c) road and mine 2 deserts: 2 + (1+2+3) = 8 wt

Total worker turns needed: 14 wt

Worker schedule:

T173: Michael Jr. roading (1), Duncan mining (3), Dean moving E-SE, Francis mining (2)
T174: Michael Jr. roading (2), Duncan moving NW and mining (1), Dean roading (1), Francis mining (3)
T175: Michael Jr. mining (2), Duncan mining (3), Dean roading (2), Francis moving E-SE and mining (1)
T176: Michael Jr. & Duncan moving to the jungle W of Tarzania, Dean and Francis mining (2+3) - terrain improvements finished

Growth schedule:

T173: city grows to pop 9
T175: city grows to pop 10
T177: city grows to pop 11 (add 1 worker???)
T179: city grows to pop 12

Production queue:

a marketplace.

Last edited by vondrack on 07-02-2004 at 00:10

Tiberius is offline Tiberius

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Jan 2000
time: 06:30
  Old Post 18-11-2003 13:44
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Karina (last updated: turn 172)

Ideal GA setup at pop. 12:

code:
1 x (2f + 2s + 6c) ... city tile 4 x (2f + 2s + 4c) ... 4 irrigated/roaded river plains - done 1 x (4f + 3s + 4c) ... 1 irrigated/roaded river cow - done 3 x (1f + 4s + 4c) ... 3 mined/roaded river hills - done 1 x (1f + 4s + 3c) ... 1 mined/roaded hill - done 1 x (1f + 5s + 3c) ... 1 mined/roaded iron hill - done 1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass - done 1 x (2f + 3s + 3c) ... 1 mined/roaded bonus grass - done
Total food: 24fpt (city not growing, nor starving)
Total shields: 39spt
Total commerce: 50gpt

City improvements needed:

I would now suggest a library as follows:

T173 (28F): starting library; labourer from hill to bonus grassland -> +19spt, +3fpt
T174 (31F): building library (19/80), +19spt, +3fpt
T175 (34F): building library (38/80), +19spt, +3fpt
T176 (37F): building library (57/80), +19spt, +3fpt
----------: library partially goldrushed to 60S for 4*3=12g
T177 (pop++): library finished thanks to the pop growth, GA starting

Last edited by vondrack on 07-02-2004 at 00:13

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  Old Post 19-11-2003 01:00
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Forkmouth (READY)

Ideal GA setup for Forkmouth at pop 12:

code:
- 1 x (2f + 3s + 7c) ... city tile - 1 x (4f + 0s + 4c) ... 1 irrigated riverbank floodplain (E-NE) - done - 1 x (3f + 3s + 3c) ... 1 roaded game (NW) - done - 2 x (2f + 3s + 4c) ... 2 mined/roaded riverbank bonus grasses - done - 1 x (3f + 2s + 4c) ... 1 irrigated/roaded bonus grass (N-NE) - done - 1 x (2f + 2s + 4c) ... 1 mined/roaded riverbank grass (NE-NE; irrigated right now) - 1 x (2f + 2s + 4c) ... 1 mined/roaded riverbank reg. grass (SE) - done - 1 x (2f + 2s + 3c) ... 1 mined/roaded reg. grass (NW-W) - done - 2 x (1f + 4s + 3c) ... 2 mined/roaded hills (N+W) - done - 2 x (of + 3s + 3c) ... 2 mined/roaded desert tiles (SE-E + SE-SE) - done
Total food: 2+4+3+4+3+2+2+2+2+0 = 24 -> 0 fpt setup
Total shield: 3+0+3+6+2+2+2+2+8+6 = 34 (before waste)
Total commerce: 7+4+3+8+4+4+4+3+6+6= 49 (before corruption)

City improvements needed:

A marketplace as follows:

T173: starting marketplace
-----: work hill NW-NW instead of a mined grass -> +17spt
T174: building marketplace (17/100)
T175: building marketplace (34/100)
-----: partial rush to 70S (using a knight) for 144g
-----: worker from the hill NW-NW to a mined grassland -> +16spt
T176: building marketplace (86/100)
T177: marketplace finished; GA start, back to military (3-turn knights)

Last edited by vondrack on 07-02-2004 at 00:15

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  Old Post 22-11-2003 19:19
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Zargonia (READY)

Quite a corrupt city, but with good terrain nearby, especially plenty of hills. Even if waste will bite quite a bit from Z's production, we should still be able to gather at least 25, (with luck maybe even 30) spt from this city. (which means 3 turn knights, for ex.)

Ideal GA setup for Zargonia at pop 12:

code:
- 1 x (2f + 2s + 6c) ... city tile - 1 x (5f + 2s + 3c) ... 1 irrigated/roaded cow - done - 1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass - done - 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses - done - 1 x (3f + 0s + 3c) ... 1 irrigated/roaded reg. grass - done - 7 x (1f + 4s + 3c) ... 7 mined/roaded hills - done
Total food: 24 (city not growing, nor starving)
Total shield: 37 (before waste)
Total commerce: 42 (before corruption)

City improvements needed:

Zargonia is quite similar to Sharpehaven - basically, we should build a marketplace eventually here, but it's not urgent yet, as we can make the population sufficiently happy with the imported luxuries. So, a courthouse would make more sense... just that we need at least some of our cities still doing military. So, let's do one more musket, and then the courthouse & marketplace.

Last edited by vondrack on 02-02-2004 at 17:05

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  Old Post 23-11-2003 02:20
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Logville (last updated: turn 168)

Ideal GA setup for Logville at pop 12:

code:
- 1 x (2f + 2s + 7c) ... city tile - 1 x (4f + 2s + 4c) ... 1 mined/roaded riverbank wheat (NW) - 2 x (1f + 4s + 3c) ... 2 mined/roaded hills (NE, N-NE) - done - 1 x (1f + 4s + 4c) ... 1 mined/roaded riverbank hill (NW-NW) - done - 2 x (2f + 2s + 4c) ... 2 mined/roaded reg. riverbank grasses ( W, SW) - done - 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses (N-NW, SW-SW) - done - 1 x (2f + 2s + 4c) ... 1 irrigated riverbank plain (NW-W) - done - 1 x (3f + 2s + 3c) ... 1 irrigated bonus grass (N) - done - 2 x (1f + 0s + 4c) ... 2 coasts - done
Total food: 24fpt (city not growing, nor starving)
Total shields: 28spt (before waste)
Total commerce: 50gpt (before corruption)

Terrain improvements needed:

a) mine the riverbank wheat (3 Wt) on the turn 177 or later only!
Note: we need to postpone mining the wheat until the city grows enough - we need the extra food from the irrigated wheat to grow to pop 10 by T177.

Total worker turns needed: 3 wt

Growth schedule:

T169: 34F; stop mining the wheat!; labourers to work all grasslands but the mined one in the Tiberium radius & the riverbank hill -> +6fpt (irrigated riverbank plains to be worked by Camp David)
T170: city grows to pop 8, labourers to work all non-hill tiles (including the mined grassland in the Tiberium radius) -> +7fpt
T171: 27F, +7fpt
T172: 34F; labourer from mined (Tiberium) grassland to riverbank hill -> +6fpt
T173: city grows to pop 9, labourers working all riverbank tiles, both irrigated grasslands, the mined grassland N-NW & one more hill -> +5fpt
T174: 25F, +5fpt
T175: 30F, +5fpt
T176: 35F, +5fpt
T177: city grows to pop 10, two workers added, GA started

City improvements needed:

First, finish the marketplace, then a library (lot of commerce here, low corruption)... then, in the GA, perhaps more infrastructure or 1-turn catapults, depending on the actual shield output.

Production queue:

T169: building marketplace (72/100); +7(+3)spt
-----: marketplace partially goldrushed to 80S for 4*8=32g
T170: building marketplace (90/100); +6spt
T171: building marketplace (96/100); +6spt
T172: marketplace finished, starting library; +8(+3)spt
T173: building library (11/80), +11fpt
T174: building library (22/80), +11fpt
T175: building library (33/80), +11fpt
T176: building library (44/80), +11(+3)fpt
T177: building library (58/80)
T178: library finished (the GA output should be well over the 22spt needed to complete it)

Last edited by vondrack on 03-02-2004 at 02:55

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  Old Post 24-11-2003 00:28
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OK, I was thinking about what Tibi asked in the post above... when I started this thread weeks ago, I was not thinking about picking up our best sites and finding out how to set them up for our GA. I was thinking about having some plan for every city of ours. A plan that would draw the goal and the way how to achieve the goal (terrain and city improvements & population growth) in that city.

Now that we have a solid plan for Jackson, which puts the beginning of our GA to somewhere around turn 175 (about 25 turns from now), let's see what we can do within those 25 turns...

First, something about the likely geopolitical situation 25 turns from now. The war on Bob will likely be over or close to being over. If not, Legoland entering GA will undoubtedly accelerate any peace talks, as other teams will not want to let us jump ahead uncontested, beating each other into pulp in the meantime. Quite likely, even those teams currently being our allies (barring Voxes) will suddenly become, say, less helpful.

I do not think we need to fear a direct military action against us (an invasion of Legos), as nobody will have the navy and spare troops, but I am convinced we will have to face some sort of an economic embargo. It is quite likely we may be deprived of imported luxuries - because that's something others will be able to do easily without going to war with us.

So, let's talk about our situation then happiness-wise. (Sorry if this is boring stuff, but I need to get this right for myself).


Happiness Analysis

Game is being played on Chieftain. That's 4 content citizens. All citizens beyond the fourth one are born unhappy. We have one luxury of our own. This luxury generates one happy face, making one of our content citizens happy:

C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content

J. S. Bach's Cathedral we are going to finish in a couple of turns decreases the number of unhappy citizens on the continent by 2 per city (generates 2 content faces). Thus, we will have:

C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy (balanced by the happy C01)

This basically means that for cities up to pop 7, we will need NO happiness city improvements at all, as our dyes and the Bach's will be enough to make the city happy enough (1 happy + 5 content + 1 unhappy).

We have or will soon have a temple in most of our cities:

C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy; made content by temple
C08 ... born unhappy (balanced by the happy C01)

Means, up to pop 8, we will be able to operate without any imported luxuries or luxury slider; we need a temple only. For higher (12) pop cities, something else will obviously needed:

C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy; made content by temple
C08 ... born unhappy (balanced by the happy C01)
C09 ... born unhappy
C10 ... born unhappy
C11 ... born unhappy
C12 ... born unhappy


That is four content or happy faces we will need. We will be able to get those from:

a) a cathedral ... 3 content faces (cost 160 shields)
b) a colosseum ... 2 content faces (cost 120 shields)
c) an imported lux ... 1 happy face per luxury type
d) the luxury slider ... 1 happy face per 1 gold spent
e) entertainer(s) ... rather not

So, what are real options available:

A) cathedral + 1 imported lux
B) cathedral + Sistine's
C) cathedral + colosseum
D) marketplace + 3 imported luxes (1+2+2)
E) luxury slider at 10% (out of ~40+g is ~4 happy faces)

Now, A+D depend on imported luxes, which is quite obviously something we cannot rely upon (though the likelihood of Voxes being able to broker at least one luxury is fairly high). B needs costly city improvements and a 600-shield wonder we have nowhere to build - and it's an overkill (6 faces instead of 4 needed). Even C is an overkill, plus colosseums just do not deliver the right effect for their 120 shields...

Which, however, means, that IF we are targetted by a worldwide luxury embargo, we will have to resort to the luxury slider ANYWAY. As 10% is the minimum we will be able to set it to, it should provide all four faces we need (we are talking big cities here, with commerce well over 40 raw gold).

And I am finally getting to my point: I do not think we need to build 160-shield cathedrals in our soon-to-be-big cities. We need to build 100-shield marketplaces there. Because if we are not embargoed, we will be able to use them to tame the unhappiness (just 3 imported luxes needed). And if we ARE embargoed, they will generate the cash we will have to spend through the luxury slider.

Note, please, that cathedrals do not allow pop 12 on their own. They still need at least 1 imported luxury (and cost 2gpt).

So, my suggestion would be to equip every pop-12-to-be city with a marketplace. Cathedrals only where we can afford it - not necessary at all...

There are, however, two options we should at least mention:

I. Sistine's - 600 shields, but total safety with cathedrals
II. Hanging Gardens - 300 shields, allow cities to operate at pop 12 with just a cathedral... (HG generate 1 content face per city on the continent)

IMHO, Sistine's is just too expensive to be a real option. I do not see a city able to hoard 600 shields within 25 turns. And while HG is reasonable as far as its shield cost is concerned, the effect expires with Steam Power - which is what we assume will roughly match with the end of our GA...

So, I would still stick to the marketplace way. We build marketplaces BEFORE we enter GA. We will then be able to see what the situation is...

a) total embargo... 10% lux slider, build cathedrals and colosseums quickly (or Sistine's)
b) 1 lux available ... 10% lux slider, build cathedrals quickly, then get rid of lux spendings
c) 2 lux available ... 10% lux slider, build colosseums, then get rid of lux spendings
d) 3 lux available ... do nothing, just enjoy the marketplaces in action.

Note to self: we should really try hard to secure some lux deals shortly before entering our GA...

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 27-11-2003 12:12
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#17 Report this post to a moderator
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quote:
Originally posted by vondrack
A) cathedral + 1 imported lux
B) cathedral + Sistine's
C) cathedral + colosseum
D) marketplace + 3 imported luxes (1+2+2)
E) luxury slider at 10% (out of ~40+g is ~4 happy faces)

Now, A+D depend on imported luxes, which is quite obviously something we cannot rely upon (though the likelihood of Voxes being able to broker at least one luxury is fairly high). B needs costly city improvements and a 600-shield wonder we have nowhere to build - and it's an overkill (6 faces instead of 4 needed). Even C is an overkill, plus colosseums just do not deliver the right effect for their 120 shields...

Which, however, means, that IF we are targetted by a worldwide luxury embargo, we will have to resort to the luxury slider ANYWAY. As 10% is the minimum we will be able to set it to, it should provide all four faces we need (we are talking big cities here, with commerce well over 40 raw gold).

And I am finally getting to my point: I do not think we need to build 160-shield cathedrals in our soon-to-be-big cities. We need to build 100-shield marketplaces there. Because if we are not embargoed, we will be able to use them to tame the unhappiness (just 3 imported luxes needed). And if we ARE embargoed, they will generate the cash we will have to spend through the luxury slider.

So, my suggestion would be to equip every pop-12-to-be city with a marketplace. Cathedrals only where we can afford it - not necessary at all...

So, I would still stick to the marketplace way. We build marketplaces BEFORE we enter GA. We will then be able to see what the situation is...


Great analysis!

I definitely agree now to build markets, because of the reasons mentioned above. We could use then our GA to build the costly cathedrals and the Sistine's. After that, no happiness problems until we grow over 12, which won't happen too soon

quote:

Note to self: we should really try hard to secure some lux deals shortly before entering our GA...


We have just done this!

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 17-01-2004 18:55
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#18 Report this post to a moderator
Put an end to popups!

Updated (turn 163) for the following cities: Panama, Red Bricks, Kloreepville, Sharpeheaven, Forkmouth, Zargonia, Farmerville, Karina and Logville (new entry! ).

Last edited by Tiberius on 22-01-2004 at 02:58

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 26-01-2004 21:49
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#19 Report this post to a moderator
Inflate your Upload Space

Updated for most of the cities; added Tarzania.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 03-02-2004 03:46
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#20 Report this post to a moderator
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Castlea

The ideal GA setup (considering the shield production) for Castlea is probably at pop 4, working:

code:
1x (+2F 2S 4C) ... city tile 1x (-1F 4S 3C) ... 1 mined/roaded hill 1x (+1F 0S 3C) ... 1 mined/irrigated regular grass 1x (-2F 4S 3C) ... 1 roaded/mined mountain 1x ( 0F 2S 3C) ... 1 roaded/irrigated plains
Total food: 8 fpt (city not growing, nor starving)
Total production: 12spt
Total commerce: 16gpt

Terrain improvements needed:

a) finish roading the mountain (4 Wt)
b) mine the mountain (12 Wt)

Worker schedule:

T169: George roading desert (1), Jack roading mountain (3)
T170: George roading desert (2), Jack roading mountain (4)
T171: George irrigating desert (1), Jack roading mountain (5)
T172: George irrigating desert (2), Jack roading mountain (6)
T173: George moving N-N and mining (1), Jack mining (2)
T174: George & Jack mining mountain (3+4)
T175: George & Jack mining mountain (5+6)
T176: George & Jack mining mountain (7+8)
T177: George & Jack mining mountain (9+10)
T178: George & Jack mining mountain (11+12)

Growth schedule:

T169: 18F, +2fpt
T170: city grows to pop 4, new labourer to coast -> +1fpt
T171-176: slowly growing, +1fpt
T177: labourer from coast to roaded mountain -> 0fpt
T178+: GA

Production queue

Looking at the GA setup, it's obvious that we shall NOT need a harbour in Castlea in the near future (we do not plan to work any water tiles there). We shall not need a temple there either (low pop). So... my recommendation is to switch the build to a library (to make the best use of the few commerce produced there and to expand the radius), then a temple (to further help expanding the radius), and only then a harbour (to get ready for the post-GA, growth and sea-based commerce oriented setup):

T169: change build to library (36/80), +4spt
T170: building library (40/80), +4spt
T171: building library (44/80), +4spt
T172: building library (48/80), +4spt
----: partially goldrush the library to 60S for 4*12=48g
T173: building library (64/80), +4spt
T174: building library (68/80), +4spt
T175: building library (72/80), +4spt
T176: building library (76/80), +4spt
T177: library finished, GA start

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 03-02-2004 04:15
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#21 Report this post to a moderator
Remove this text

Abilene

The ideal GA setup (considering the shield production) for Abilene is probably at pop 6, working:

code:
1x (+2F 2S 3C) ... city tile 4x (-1F 4S 3C) ... 4 mined/roaded hills 1x (+2F 2S 3C) ... 1 roaded/mined cattle 1x ( 0F 3S 3C) ... 1 roaded/mined bonus grassland
Total food: 12 fpt (city not growing, nor starving)
Total production: 23spt
Total commerce: 21gpt

Terrain improvements needed:

a) mine the cattle (3 Wt)
b) road and mine 4 hills (4x (1+3+6) = 40 Wt)

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 11-02-2004 20:53
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#22 Report this post to a moderator
Avatar Enlargement: We've got the solution

Port Hammer

The ideal GA setup for Port Hammer at pop 6 is:

code:
1x (2F 2S 3C) ... city tile 3x (2F 2S 3C) ... 3 irrigated/roaded plains - done 1x (3F 0S 5C) ... 1 fish - done 2x (1F 4S 3C) ... 2 roaded/mined hills
Total food: 13 fpt (+1 fpt)
Total production: 16 spt
Total commerce: 23 gpt

Terrain improvements needed:

a) road and mine 2 hills: 2x (1+3+6) = 20 Wt

City improvements needed:

- library or temple, to include the 2 hills inside the city's cultural borders

Thus, I'd propose to change the harbour build (PH doesn't need a harbour to grow anyway, and for a ship building center the city has too low production) to a temple or library.

Last edited by Tiberius on 12-02-2004 at 12:31

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-04-2004 12:17
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#23 Report this post to a moderator
Lose 30 kilos (of popups)

Alright, I believe we made some great use of our GA. Thanks to our diligent planning, we were able to build our military up to the strongest force in this world, while finishing a number of important city improvements throughout our empire. Our fruitful GA shall forever remain the opening period of glory and might for Legoland.

With our GA over, I am detopping the thread.

Yay, we did enjoy it!

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 14-04-2004 18:51
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#24 Report this post to a moderator
Get a bigger avatar today!

It was a good one, but I'm sad to see it go

Spiffor is offline Spiffor
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CPA - Evil Clone brigade
Nov 2001
time: 06:30
  Old Post 15-04-2004 17:19
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That was an excellent work and planning, impressive!

Is there a team that hasn't reached its GA yet, or were we the last? In this case, our hegemony is guaranteed indeed, unless there is a world coalition against us

vondrack is offline vondrack

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Jan 2002
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  Old Post 15-04-2004 17:53
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The only team not having their GA yet are Roleplayers, which pose very little threat. Vox and GS used their GAs to fight each other, GoW and ND used their GAs to fight RP. We were the only team enjoying a peaceful GA.

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