OK, being barely able to move after this "do something for your health" weekend (someone tell me why I was doing that... five ricochet matches on Saturday, three more squash matches on Sunday... every one at least half an hour... I almost died of exhaustion... ), I decided to spend some time thinking over our expansion plans. With Farmerville almost founded, we better put together some plan, because things should go much faster now.
First, the picture:
Here is a couple of thoughts on what I was thinking of... I'll discuss the cities approximately in the order of their importance, as perceived by myself, though there are still factors that may shuffle the order quite a bit.
EXISTING CITIES
Legopolis, Jackson
Already founded (I guess Jackson will remain Jackson, even though I initially used the name as a placeholder only... ). I would like to see both these cities to focus on building units, improvements, and maybe even wonders ASAP, as they have a great production potential with a minimum corruption/waste problem. Once Farmerville is up and running, I would like to see Legopolis and Jackson stop seeing settlers and workers as a priority and focus on improvements and units. Namely: one of the cities (preferrably Legopolis, because of its central location) should build barracks and start cranking out veteran military units that will serve as garrisons in newly founded cities. This is because when units are upgraded, they return back to the rank they were built with. Regulars are always upgraded to regulars, even if they'd fought all the way to an elite. I consider building regular military units a waste of shields. Unless we discover an immediate military threat in the SE, I would like to stop building regular military units and move on to veterans.
Speaking more time-specific, I believe we should build one more settler in Jackson, one worker (after a Merc) in Legopolis, and then start using both cities as productionhouses, spitting a worker here and there only to prevent any overcrowding, while not artificially hampering the growth of these cities.
TIER 1 CITY SITES
Farmerville
This one will probably be founded on the very next turn. With the extreme abundance of food in the area, this city should for all the foreseeable future remain a settler/worker farm. I agree with building a worker first, to mine the bonus grasslands, perhaps irrigate the wheat etc.
TIER 2 CITY SITES
Red Brick
A city I tentatively named Red Brick for myself (Spiffor's name, actually ) is the one between Legopolis and Farmerville (the green one). You may not 100% agree with me about the importance of this site, but here is why I would like to see it founded soon: the southern parts of our empire need to be road connected to the core area north of the jungle, otherwise moving units between these areas will take forever. If we found Red Brick on the strategically well positioned tile protected by rivers from three sides, it will effectively clear one jungle tile for us, leaving only two more (N and N-N of the Red Brick site) to be cleared in order to have a passage suitable for building a road. Besides, the site is quite close to Legopolis and should thus have a pretty low corruption/waste (C&W) - thanks to the rivers there and its proximity to Legopolis, Red Brick could bring LOTS of gold to our treasury. If we work the two forest tiles (E and SE of the city site), perhaps even chopping one down, we should be able to build a temple there soon - and the outer tile ring encloses four grassland tiles that would ensure steady growth of the city.
Panama
Knowing that the isthmus probably leads to a peninsula only, the strategic importance of this site is close to zero. However, its proximity to Legopolis and the game forest tile make it a good city site anyway... Its problem is that without further improvements (like plains irrigation and jungle clearing), it will grow slowly after hitting pop 2. That's why I put it slightly behind the Red Brick site now.
Forkmouth
Another tentative name for the "cyan" site at the Threefork River delta, east of Farmerville. This site is just too good to be overlooked for too long... but the problem is that it would take 9 turns to get our Legopolis settler there. That's about twice as much as to Red Brick or Panama sites. Plus, it is quite far away from the capital and we are likely to suffer heavy C&W problems down there. I would probably assign this site to the first Farmerville settler.
TIER 3 CITY SITES
Dye Fields
It seems that the game is actually being played on less than Regent (Legopolis would have no unhappy citizens with pop 3, even if left ungarrisoned). Thus, connecting the luxuries has pretty low priority. As the principal problem of the Dye Fields site is that - barring jungle clearing - it will grow very slowly. For now, it would be a wasted settler, I believe. However, later on, when we manage to clear the jungle on at least two dye tiles, allowing for the road to be built to the city site, this city, so close to the capital, shall be just gushing cash.
Sharpehaven
Another tent... ah, you know already... This is the "blue" site in the southwestern part of the landmass, with the wheat and gold in its radius. You may object the placement, wishing it to be one tile SW... well, I tried that and eventually decided it would not be very wise. We would actually be sacrificing three (otherwise completely unused/wasted) hill tiles plus one more tile overlap with Forkmouth for having the wheat tile in the inner ring and one extra grassland tile. Pretty bad deal, IMHO. I would rather put up with a slower start, build a temple or library there, and grab the wheat tile only after expanding the city radius.
TIER 4 CITY SITES
Suez
That's the site on the other end of the isthmus. This site may (and probably will) still move a bit, if Howard spots any fish or whales after climbing the mountain... Even if there is nothing of interest up there, it may still be wise to found that city on the middle hill (NE of the grassland tile) - we would sacrifice one forest plain tile for one extra food from the (city) hill tile plus better defense bonus and greater visibility radius.
Kloreepville
Sorry, Kloreep, I was just running out of names, so one of the most sucking sites got (temporarily!) your name... Just come up with something I could name this site (Sucker Bay? ) and I will change it. Well, yes, that's the site on the east coast, roughly E of Legopolis... I cant think of a reasonable reason other than grabbing the land. The site may once be fine, but it will need LOTS of jungle clearing...
North Outpost
You guessed it, that's the cyan one next to the giant mountains on the northern tip of our landmass. Just landgrab (hoping for iron), nothing else. Even though with a harbour, the city can grow to pop 12 and be thus a fine source of gold... But speaking productionwise, it will always be mostly just a poor relative...
At the moment, my personal ladder would be:
Farmerville
Red Brick
Forkmouth/Panama
Dye Fields
Sharpehaven
North Outpost
Suez
Kloreepville
Of course, what we discover further to the S/SE may have crucial impact on this order. However, the first four are unlikely to change.
First, the picture:
Here is a couple of thoughts on what I was thinking of... I'll discuss the cities approximately in the order of their importance, as perceived by myself, though there are still factors that may shuffle the order quite a bit.
EXISTING CITIES
Legopolis, Jackson
Already founded (I guess Jackson will remain Jackson, even though I initially used the name as a placeholder only... ). I would like to see both these cities to focus on building units, improvements, and maybe even wonders ASAP, as they have a great production potential with a minimum corruption/waste problem. Once Farmerville is up and running, I would like to see Legopolis and Jackson stop seeing settlers and workers as a priority and focus on improvements and units. Namely: one of the cities (preferrably Legopolis, because of its central location) should build barracks and start cranking out veteran military units that will serve as garrisons in newly founded cities. This is because when units are upgraded, they return back to the rank they were built with. Regulars are always upgraded to regulars, even if they'd fought all the way to an elite. I consider building regular military units a waste of shields. Unless we discover an immediate military threat in the SE, I would like to stop building regular military units and move on to veterans.
Speaking more time-specific, I believe we should build one more settler in Jackson, one worker (after a Merc) in Legopolis, and then start using both cities as productionhouses, spitting a worker here and there only to prevent any overcrowding, while not artificially hampering the growth of these cities.
TIER 1 CITY SITES
Farmerville
This one will probably be founded on the very next turn. With the extreme abundance of food in the area, this city should for all the foreseeable future remain a settler/worker farm. I agree with building a worker first, to mine the bonus grasslands, perhaps irrigate the wheat etc.
TIER 2 CITY SITES
Red Brick
A city I tentatively named Red Brick for myself (Spiffor's name, actually ) is the one between Legopolis and Farmerville (the green one). You may not 100% agree with me about the importance of this site, but here is why I would like to see it founded soon: the southern parts of our empire need to be road connected to the core area north of the jungle, otherwise moving units between these areas will take forever. If we found Red Brick on the strategically well positioned tile protected by rivers from three sides, it will effectively clear one jungle tile for us, leaving only two more (N and N-N of the Red Brick site) to be cleared in order to have a passage suitable for building a road. Besides, the site is quite close to Legopolis and should thus have a pretty low corruption/waste (C&W) - thanks to the rivers there and its proximity to Legopolis, Red Brick could bring LOTS of gold to our treasury. If we work the two forest tiles (E and SE of the city site), perhaps even chopping one down, we should be able to build a temple there soon - and the outer tile ring encloses four grassland tiles that would ensure steady growth of the city.
Panama
Knowing that the isthmus probably leads to a peninsula only, the strategic importance of this site is close to zero. However, its proximity to Legopolis and the game forest tile make it a good city site anyway... Its problem is that without further improvements (like plains irrigation and jungle clearing), it will grow slowly after hitting pop 2. That's why I put it slightly behind the Red Brick site now.
Forkmouth
Another tentative name for the "cyan" site at the Threefork River delta, east of Farmerville. This site is just too good to be overlooked for too long... but the problem is that it would take 9 turns to get our Legopolis settler there. That's about twice as much as to Red Brick or Panama sites. Plus, it is quite far away from the capital and we are likely to suffer heavy C&W problems down there. I would probably assign this site to the first Farmerville settler.
TIER 3 CITY SITES
Dye Fields
It seems that the game is actually being played on less than Regent (Legopolis would have no unhappy citizens with pop 3, even if left ungarrisoned). Thus, connecting the luxuries has pretty low priority. As the principal problem of the Dye Fields site is that - barring jungle clearing - it will grow very slowly. For now, it would be a wasted settler, I believe. However, later on, when we manage to clear the jungle on at least two dye tiles, allowing for the road to be built to the city site, this city, so close to the capital, shall be just gushing cash.
Sharpehaven
Another tent... ah, you know already... This is the "blue" site in the southwestern part of the landmass, with the wheat and gold in its radius. You may object the placement, wishing it to be one tile SW... well, I tried that and eventually decided it would not be very wise. We would actually be sacrificing three (otherwise completely unused/wasted) hill tiles plus one more tile overlap with Forkmouth for having the wheat tile in the inner ring and one extra grassland tile. Pretty bad deal, IMHO. I would rather put up with a slower start, build a temple or library there, and grab the wheat tile only after expanding the city radius.
TIER 4 CITY SITES
Suez
That's the site on the other end of the isthmus. This site may (and probably will) still move a bit, if Howard spots any fish or whales after climbing the mountain... Even if there is nothing of interest up there, it may still be wise to found that city on the middle hill (NE of the grassland tile) - we would sacrifice one forest plain tile for one extra food from the (city) hill tile plus better defense bonus and greater visibility radius.
Kloreepville
Sorry, Kloreep, I was just running out of names, so one of the most sucking sites got (temporarily!) your name... Just come up with something I could name this site (Sucker Bay? ) and I will change it. Well, yes, that's the site on the east coast, roughly E of Legopolis... I cant think of a reasonable reason other than grabbing the land. The site may once be fine, but it will need LOTS of jungle clearing...
North Outpost
You guessed it, that's the cyan one next to the giant mountains on the northern tip of our landmass. Just landgrab (hoping for iron), nothing else. Even though with a harbour, the city can grow to pop 12 and be thus a fine source of gold... But speaking productionwise, it will always be mostly just a poor relative...
At the moment, my personal ladder would be:
Farmerville
Red Brick
Forkmouth/Panama
Dye Fields
Sharpehaven
North Outpost
Suez
Kloreepville
Of course, what we discover further to the S/SE may have crucial impact on this order. However, the first four are unlikely to change.
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