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Seven, you keep making sarcastic posts about how terrible you think the management of the National Epic city is being run, but I'm not seeing much feedback on how you would set up this city. I explained before the problems that this city has at the moment: it's happy-neutral at size 9 when we ideally want to reach size 12 here to run 6 or 7 specialists, the maintenance costs are outrageous, and we're not working particularly useful specialists. We would much rather be working Merchants and an Engineer over Priests and Artists. Let's say we run all specialists for the moment, and we pop out a Great Artist in 15 turns. Does that even do anything for our civ? It's just going to sit there until we research to Communism for the free Great Spy and the 2 Great Person Golden Age, and that will take a lot longer than 15 turns. Why shouldn't we try to get a forge and courthouse into this city while we can?
In the abstract, yes, we want to run as many specialists as possible in the National Epic city. But I would argue that getting a random Great Artist or Great Prophet does almost nothing for us at present, which means that we might as well improve the city first. I'd appreciate more concrete suggestions like the one sooooo and kjn offered earlier.
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(May 17th, 2013, 09:27)kjn Wrote: Gems: cancel the moment they get their gems connected in Wolfratshausen.
I think we should have the spice-marble deal ongoing until we declare war, however. The moment we cancel it they're going to want to renegotiate, and open the question of a prolonged NAP.
This sounds good to me.
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If we run my suggestion of 2 scientists and the 8 good tiles, I don't think we run into hapiness problems before the forge finishes because the whip anger will run out (we need to keep the military police guy until the forge finishes unfortunately). I think this is true, but even if we're unhappy for a turn or two it won't be the end of the world. Then we build market which raises the happy cap even more and lets us employ merchants.
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Agree with Scooter: Run the good specialist slots now and not the bad ones. Scientists are always useful for an academy or bulb. An artist or prophet wouldn't do anything except wait for a golden age. We can schedule later to max GPP and push out any random (non-spy) GP for the 2-man GA.
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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).
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(May 17th, 2013, 10:35)Sullla Wrote: Seven, you keep making sarcastic posts about how terrible you think the management of the National Epic city is being run, but I'm not seeing much feedback on how you would set up this city. I explained before the problems that this city has at the moment: it's happy-neutral at size 9 when we ideally want to reach size 12 here to run 6 or 7 specialists, the maintenance costs are outrageous, and we're not working particularly useful specialists. We would much rather be working Merchants and an Engineer over Priests and Artists. Let's say we run all specialists for the moment, and we pop out a Great Artist in 15 turns. Does that even do anything for our civ? It's just going to sit there until we research to Communism for the free Great Spy and the 2 Great Person Golden Age, and that will take a lot longer than 15 turns. Why shouldn't we try to get a forge and courthouse into this city while we can?
In the abstract, yes, we want to run as many specialists as possible in the National Epic city. But I would argue that getting a random Great Artist or Great Prophet does almost nothing for us at present, which means that we might as well improve the city first. I'd appreciate more concrete suggestions like the one sooooo and kjn offered earlier.
No sarcasm intended. I seconded sooooo's suggestion.
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(May 17th, 2013, 11:07)sooooo Wrote: If we run my suggestion of 2 scientists and the 8 good tiles, I don't think we run into hapiness problems before the forge finishes because the whip anger will run out (we need to keep the military police guy until the forge finishes unfortunately). I think this is true, but even if we're unhappy for a turn or two it won't be the end of the world. Then we build market which raises the happy cap even more and lets us employ merchants.
I agree with this. The city has high maintenance costs but that's the price of having a GP farm. The city will get a courthouse eventually.
Btw, in general I agree with building courthouses. They're great buildings economically, and even if we're planning state property long term, each courthouse will still save us 3.5gpt maintenance and yield 5ept under Nationhood+State Property.
I have to run.
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bah - new router and I've lost the ports that I need to forward for Civ4. Anyone got a link that can help me?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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OK, we went with the agreed-upon plan of working the resource tiles, the farms, the mines, and two Scientists in Eastern Dealers:
Happiness is still going to be an issue until the forge completes, but that won't take too long. We'll figure something out down the road. I also did 2 pop whip the forge in Seven Tribes.
Kjn, to answer your question from the other threads, I did not see a settler in the German capital when our chariot passed through. They could have moved it elsewhere at the start of the turn quite easily though.
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A new turn, and I took a new look at Eastern Dealers. Sadly, I had counted wrong in my earlier 2-pop whip plan of Eastern Dealers - we're at 42/120 and not 43/120. That said, we can switch to work a coast instead of the grass farm for 4t, and gain a bit of commerce that way (though I think we lose out on 2F or so) - we would be at 39/40F on T146. Alternatively, we turn on avoid growth on T146 and work the farm, being at 40/40F before the turn of potential unhappiness.
Why the switch to a barracks in AO?
French Riviera is eligible to be drafted.
The bulk of the German army seems to be in the Wilhelmshaven area - can we stop Ruff Going for a while on the pigs NE of the city next turn, so I can note down the garrison of Warendorf? Then Ruff can maybe hang out in WPC land and join their stack when war is declared?
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