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  • City-Planner Poll on Cordoba

    Cordoba is rather unhappy, and we want to cheer them up. What should we build/do for them?

    Some of it is due to ships away from port. Some of it may be due to "normal" reasons. Should it be a Bank for more gold, a Collosseum for entertainment, Superhighways for more trade, or something else?
    Attached Files
    8
    Bank, gold makes everyone happy
    12.50%
    1
    Collosseum, they need a diversion
    0.00%
    0
    Superhighways, trade makes everything better
    50.00%
    4
    Something else (but what)?
    37.50%
    3
    Let them eat Bananas!
    0.00%
    0

    The poll is expired.

    Civ2 Demo Game #1 City-Planner, President, Historian
    Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
    Civ2 Demo Game #3 President, Minister of War, President
    Civ2 Demo Game #4 Despot, City-Planner, Consul

  • #2
    we need to increase the number of happy people for our cruiser (circled in black below) to be able to leave port. The only way to get 4 people happy right now is to remove the workers from the mines (which drops production below 15). building a colosseum will do nothing to increase the number of happy people. see image below where the temple and Mike's are showing (row 3). The 3 unhappy people are a result of ships abroad (yes, there are only 2 showing under support, but we do have 2 destroyers and a cruiser at sea. That accounts for the 3 unhappy shield circled in yellow (row 4). Those are being counteracted by the 3 happy people also circled in yellow (row 4). We need enough luxuries to get the row 2 citizen (circled in white) to be happy. For that we need at least 16 luxuries (or 15 with the black unhappy seen in row 1). As you can see from cavebear's picture, the elvis only gives us 13 luxuries vs 12 with the elvis placed on a trade space (plains). A bank would increase luxuries to use the plains with the cruiser at sea. Superhighways give enough extra trade for the marketplace to increase luxuries to 15 and still use the mines (something i know cavebear wants to do )

    If we deliver the oil freight - we might be able to get the luxuries high enough to use the mines, or we might not - we would be risking going into disorder if the double unhappy citizen gets redistributed to another city with a bank. The only sure way to be able to use the 2nd mines and have the cruiser at sea and not be risking disorder before we grow is to build the superhighways and deliver the oil freight.
    Attached Files
    Insert witty phrase here

    Comment


    • #3
      I am in awe of SCG's understanding of the happiness graphic! I knew that the 4th row represented the summary of happiness/unhappiness factors and was the cause of the Worker graphic we see on the main city-screen. I knew the 1st row was the actual happiness factors before adjustments from Temples, Wonders, etc.

      I had *not* realized that the 3rd row represented the happiness values after Wonders were factored in. And I still don't "perfectly" understand row 2, though I am getting some idea of it.

      A masterly description of the happiness screen, SCG! I, and I am sure, many others, learned some very useful things today!

      Civ2 Demo Game #1 City-Planner, President, Historian
      Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
      Civ2 Demo Game #3 President, Minister of War, President
      Civ2 Demo Game #4 Despot, City-Planner, Consul

      Comment


      • #4
        normally, row 3 doesn't include wonders - Mike's is an exception as it only represents a cathedral, which does normally show in row 3. If we build CfC or capture Bach's - you'll see it listed in row 4.

        As for row 2, each 2 luxuries promote 1 citizen one level of happiness (unhappy->content->happy). Normally it takes 2 luxuries for the first content, 4 lux for the first happy, 6 for 2nd content, 8 for 2nd happy etc. For some reason with double-unhappy, it only takes 1 luxury to get the first citizen content, and then procedes normally after that. Applying to Cordoba with the double-unhappy, that means only 15 luxuries needed for 4 happy (and enough happy to get the cruiser out of port without causing disorder). What i haven't really figured out is how the game decides to distribute the double-unhappy citizens once we get that many cities, which is why i suggest getting to the 16 luxuries
        Attached Files
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        • #5
          I know, how about Cure for Cancer! Since we have the tech. least not waste extra WoW now.
          Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

          Comment


          • #6
            I favour CfC. We have lots of food Freights, as far as I can tell. CfC'll give us the option to either grow our cities with celebrations, or turn down luxuries a bit in favour of tax or science

            Based on the benefits CfC would give us, 12 Freights is cheap.
            "I'm a guy - I take everything seriously except other people's emotions"

            "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
            "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

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            • #7
              Originally posted by Six Thousand Year Old Man
              I favour CfC. We have lots of food Freights, as far as I can tell. CfC'll give us the option to either grow our cities with celebrations, or turn down luxuries a bit in favour of tax or science

              Based on the benefits CfC would give us, 12 Freights is cheap.
              using CfC as a catylist for WLTxDs is much more feasible. As it, even with CfC, cordoba would prevent lowering the lux rate without rehoming of navy or building superhighways - we just can't get enough happy people there to counteract the peace activists there wanting to disband our navy (I doubt even our former prez Hydey could console all of the lonely sailor's wives when they have those chips on their shoulders )
              Insert witty phrase here

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              • #8
                This might sound crazy, but why not disband 2 of the destroyers and use the shields to help make a cruiser (or in a couple of turns, an AEGIS cruiser) or better still, a battleship?

                I'm sure a BB would be more useful than a couple of mangy destroyers (until the AI gets Rocketry)... and despite having a larger crew than 2 DDs, a battleship will only make half as many people unhappy as 2 DDs would.
                "I'm a guy - I take everything seriously except other people's emotions"

                "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                Comment


                • #9
                  I personally would like to see more cruisers and AGEIS cruisers as escorts - a vet transport actually has better defense than a green destroyer, and we've lost several destroyers in battle. Given that BBs are slower than transports and are AI missile magnets, BBs are probably better for patrols rather than escorts, since we might not get one built before the AI can build cruise missiles. for that matter, our destroyers are probably better suited for patrols as well now, due to their greater movement but small defense.

                  For logistics, the 2 cordoba destroyers are 3 and 4 turns from cordoba, both closest to Cartenna domestically. As cavebear has mentioned a few times - planning several turns in advance is easier said than done. The other problem is getting the new ships commisioned in a timely manner... But if we can do it, I'd be in favor of it
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                  • #10
                    SCG - IDHTSFIFOM, but are any of the AI's close to Rocketry? If not, all we have to worry about is Submarines, if we build Battleships.

                    If we're escorting Transports, Cruisers/AEGIS are ideal, just because the movement rate matches.

                    If those Destroyers are closer to other cities, let's rehome them!

                    I prefer Fighters for patrolling over Destroyers - less unhappiness, no risk of losing them on the AI's turn, and similar offensive stats.
                    "I'm a guy - I take everything seriously except other people's emotions"

                    "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                    "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                    Comment


                    • #11
                      How about a Courthouse, then? Quick and dirty... 1 more happy person.
                      "I'm a guy - I take everything seriously except other people's emotions"

                      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                      Comment


                      • #12
                        I don't think any AI are close to it, but if we are close to it, then the AI could steal it - a city like Cartenna would be a prime city to steal it from.

                        As for rehoming the destroyers - i offered that as a suggestion last turn as well, of course cartenna needs a lot of help before it can start supporting destroyers.

                        Fighters are good - i was just offering it as a possibility for units we do have rather than units we don't have, given the lack of rush or incremental buying this game, especially in non-cabinet meeting years.

                        And yes, a courthouse would work too, forgot about that one No extra side benefits like extra science though
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                        • #13
                          Well I do favour the CfC wonder, this will help maintain our navy.

                          Another option would be to rehome one of the offending cruisers to redistribute the discontent.

                          Scrapping a destroyer is also feasible since we will have AEGIS cruisers, but this is only a temporary solution.

                          STYOM - if we are building courthouses, we might as well build CfC, it's the same benefit under Democracy.

                          Peace activists. Why can't they leave the troublemaking in our churches?
                          Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
                          "Remember the night we broke the windows in this old house? This is what I wished for..."
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                          • #14
                            The Cordoba Cruiser could get to Malaga and rehome in 1 turn. Just a thought.

                            I favor building CfC. One additional happy citizen in each city would have great benefits. Aside from the additional city-workers it would relieve the accumulating unhappiness in some places and generally make our civ more productive. And using up some of those idling Freights should cause some of the cities to offer up newer and more demanded goods.

                            Civ2 Demo Game #1 City-Planner, President, Historian
                            Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                            Civ2 Demo Game #3 President, Minister of War, President
                            Civ2 Demo Game #4 Despot, City-Planner, Consul

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                            • #15
                              And I was torn between Bank and Superhighways, but have finally voted for Superhighways. Let the trade roll in.

                              Civ2 Demo Game #1 City-Planner, President, Historian
                              Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                              Civ2 Demo Game #3 President, Minister of War, President
                              Civ2 Demo Game #4 Despot, City-Planner, Consul

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