Posts: 13,563
Threads: 49
Joined: Oct 2009
I can't comment too much on the specific city management choices as I'd have to log in and take a closer look to have a fully informed opinion. Generally, more knights is better than fewer. I think we should be willing to whip away improved tiles for more knights, as long as the cities have food for regrowing.
Simple Life is close to the front and at the happy cap. It will need a forge soon for happiness, so probably better to whip the forge first and then a knight in a few turns, getting the production bonus on the knight whip.
I have to run.
Posts: 4,090
Threads: 28
Joined: Jul 2008
I'm on the line as Novice here. I have nothing against whipping away improved tiles, but if they are mature cottages and so on I'd like it if we can stagger the whips somewhat so unwhipped neighbouring cities can work them.
Furthermore, I consider that forum views should be fluid in width
Posts: 4,090
Threads: 28
Joined: Jul 2008
On Eastern Dealers
Could we get a worker or two over to Eastern Dealers, so we can farm the two remaining jungled grasslands? it will really help in getting the city up to size 13 or 14. Otherwise I think most of our core cities are well set with tiles to work.
Then we can slowbuild the bulk of the market, and then switch the mines for farms so we get the market at about the same time as we have two more civizens to turn into merchants.
I'm not sure if we want a market or a courthouse next, but the GM is more useful than the GSpy, so I think we should get the market first. I'm also thinking about if we should windmill one or more of the hills, and what we can do with the plains tiles, but that's probably that we won't need for a long time, if ever.
Furthermore, I consider that forum views should be fluid in width
Posts: 6,732
Threads: 131
Joined: Mar 2004
We do not want to run a spy specialist - we want to make sure the next GP is compatible with the Communism Great Spy for the 2-man Golden Age. So market first.
Windmill the hills - not until Replaceable Parts, but a good move then if we have the worker turns to spare. (If they're not all rebuilding ex-Incan land.)
June 1st, 2013, 10:35
(This post was last modified: June 1st, 2013, 10:36 by sooooo.)
Posts: 1,404
Threads: 53
Joined: Apr 2006
Eeek, we drafted eastern dealers? I thought we could do without the maceman from here. OK, let's fire the priest and regrow back to size 11 (working the farm instead) while building a market.
Posts: 13,563
Threads: 49
Joined: Oct 2009
(June 1st, 2013, 10:35)sooooo Wrote: Eeek, we drafted eastern dealers? I thought we could do without the maceman from here. OK, let's fire the priest and regrow back to size 11 (working the farm instead) while building a market.
Since we're aiming for GPs for a golden age here, we want to be working specialists here as long as we have non-spy slots, don't we? I know someone did the analysis so apologies that I don't remember how fast we need those GPPs. But maybe we want to work farms and specialists here instead of mines, the next infra builds aren't critical since we have enough happiness and specialist slots at the moment. And I would be tempted to build the courthouse before the market since the courthouse is worth more and we don't need the specialist slots either way.
If we're going to work 3 specialists like it's currently configured we should at least run an engineer instead of a priest.
I have to run.
Posts: 1,404
Threads: 53
Joined: Apr 2006
(June 1st, 2013, 11:54)novice Wrote: (June 1st, 2013, 10:35)sooooo Wrote: Eeek, we drafted eastern dealers? I thought we could do without the maceman from here. OK, let's fire the priest and regrow back to size 11 (working the farm instead) while building a market.
Since we're aiming for GPs for a golden age here, we want to be working specialists here as long as we have non-spy slots, don't we? I know someone did the analysis so apologies that I don't remember how fast we need those GPPs. But maybe we want to work farms and specialists here instead of mines, the next infra builds aren't critical since we have enough happiness and specialist slots at the moment. And I would be tempted to build the courthouse before the market since the courthouse is worth more and we don't need the specialist slots either way.
If we're going to work 3 specialists like it's currently configured we should at least run an engineer instead of a priest.
I think the city needs 2 more buildings before we go to max specialists: a market (to let us run merchants) and a courthouse. So I'd like to keep working the mines and growing while we build these. I agree with kjn and T-Hawk that we could do with two more farms and eventually windmills. Please let's not whip of draft the city unless in emergency.
This turn I think we need to work the farm again and sack the priest. When we get back to size 11 we can work an engineer.
Posts: 4,090
Threads: 28
Joined: Jul 2008
Yeah, I had actually switched off the priest for an engineer earlier (we ran the priest last turn to finish the forge this turn), but I set it back to the way it was when the turn rolled, since I didn't want to make Sullla cranky over changed game states again.
That said, I did that analysis back on T141. We need any non-spy for the revolt, and two GPs within the next 35t should be quite doable still, even with the draft. But we need to get up to size 12 quickly then.
(May 17th, 2013, 11:30)kjn Wrote: Right now, we need 500 for the next GP, and 600 for the one after. Would it be possible to get two GPs out by the time we get to Communism in 40 turns time? That could open up the possibility of a bulb or an Academy.
Our main cities with GPP production are Eastern Dealers (base 2, with the NE, so each specialist add 6 GPP, basically 0 accumulated) and Mansa's Muse (base 5, each specialist add 3 GPP, 180 accumulated).
Eastern Dealers will need 83 specialist-turns to reach 500 GPP, 100 to reach 600. Running six specialists at size 12 that will require no more than 30 turns to generate two GPs. So we can easily have two GPs born by the time we get to Communism. The third will require another 20 turns (unless we starve the city, or use Biology farms to get food for another two specialists).
Mansa's Muse will get to 380 GPP in 40 turns time, and lets say we will need 700 GPP by that time, 320 remaining, so it won't be able to beat ED for the 700 GP. For the 800 level, MM will be at 480 GPP, still 320 remaining, but now ED will need circa 22t to generate the next one (still using six specialists), so if we put MM on four specialists it will beat ED to the 800 GP (generating 17 GPP for 20t). Or we can delay the MM GP even more, since the marginal cost of the MM GP sinks with each new GP.
If we put ED on seven specialists (ie not working the gems) we get one GP in 12t, another in 14t (total 26t), and the third one in 17t (total 43t).
Furthermore, I consider that forum views should be fluid in width
Posts: 13,214
Threads: 25
Joined: Oct 2010
Just swap off the mines (except maybe the gems) and work farms and specialists.
Posts: 4,090
Threads: 28
Joined: Jul 2008
Can we send the chariot over in Eastern Dealers to act as a military observer in CFC land?
Furthermore, I consider that forum views should be fluid in width
|