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The cities of Caerbannog

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  • The cities of Caerbannog

    Caerbannog

    Pop 1, food: surplus 2, bar 0/22; grow 11 turns.
    Health: 7 (2 fresh water+3 forest+2 level).
    Unhealth: 1 (population).
    Happy: 5 (1 palace+4 level).
    Unhappy: 1 (population).
    Yield: (4-2) 2 F; 2H; 9C.
    Production: warrior (8 turns).
    Science: 9 (9 commerce).
    Gold: ---(---).
    Maintenance: 0,24.
    Culture: 2/turn; (0/10).
    GPP: ----
    Buildings: Palace.
    Unities:----

  • #2
    (Reserved)

    Comment


    • #3
      ...

      Comment


      • #4
        ..

        Comment


        • #5
          Looking at Caerbannog

          With 5 pop. (our current happy cap, and no visible fast increase) :

          Food first: from site, fish, cow, stone, plains/forest/hills and grass/hills
          we shall have 2 food surplus. One interior lake and 3 grass can give
          more, but at a price.

          Production: the same tiles give 15H. 4 forests can give more, but at a
          price.

          Commerce: 11C. 1 interior lake+5 coast at 2C each, later one of them
          +2C; the 3 grasses...

          Two health resources and stone; later +1 health and 1 happy.

          Well, IMHO far from great, but a reasonable city, with enough food
          (not to be a GPfarm,of course) very reasonable hammers and some
          commerce.

          What my fellow rabbits think about?

          Best regards,

          Comment


          • #6
            With a lighthouse, we'll have 4 extra . 3 if the other city works one of the whales later on.
            If that is the "price" you're refering to, that's part of the builder game in my opinion.
            He who knows others is wise.
            He who knows himself is enlightened.
            -- Lao Tsu

            SMAC(X) Marsscenario

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            • #7
              I say you're better served not working the Plains/forest/Hills, and instead going with one of the grasses or the lake for more food surplus, setting up a better whip cycle to cover the lower hammers, and getting better commerce.

              edit: And yes, a lighthouse is key. More food is more whipping.

              Whipping good.
              One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
              You're wierd. - Krill

              An UnOrthOdOx Hobby

              Comment


              • #8
                By "price" I was mostly thinking about some strategical decisions,
                like grass to farm or cottage: farm gives +food, but no commerce,
                cottage +commerce, but not food.
                So, I counted first no brain tiles,like pastured cow, net fish, quarried
                stone.
                And fish was counted with lighthouse; said lighthouse makes coast
                tiles neutral food,not surplus.
                The 1 happy is the whale, as the later health is the wheat.
                Best regards,

                Comment

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