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  • Urban Planning

    Continuing with the rundown of domestic stuff...

    General

    Current Turn:
    Turn 115 - 1 AD
    Turn Timer expires at approx (UTC)

    Active Turn Player:
    Sullla

    Tech:
    Horseback Riding (1t)
    50% research (89 [111] beakers/turn) @ +20gpt
    256/357 beakers overall

    Gold
    38g in treasury

    Cities

    Airstrip One [size 8] [guarded by Xena]:
    Spearman (2t), National Epic (15t)
    Infrastructure: Palace, Granary, Barracks, Library, Great Library
    Emphasizing food and commerce



    Comments: Airstrip One is maturing extremely well as a commerce powerhouse. We've grown up to size 8, which is remarkable since we were only size 5 here as recently as ten turns ago! Hopefully soon to be size 9 via Hanging Gardens, hehe. Anyway, we're working five grassland river cottages, plus the wines tile. We still have room for three more grassland river cottages, and will definitely add them once our workers have some spare time. For the moment, we can work the already-improved hill tiles.

    Finishing the spearman, then adding National Epic is the current plan of development. If we get Hanging Gardens and a free extra pop point, National Epic will be done in about ten turns.


    Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
    Hanging Gardens (7t) [3t]
    Infrastructure: Barracks, Granary
    Mission "Hanging Gardens" in progress



    Comments: Hanging Gardens are progressing quite nicely, due in 3t. Afterwards, the plan is to build some cottages on the grassland river tiles, making this into a true production/commerce hybrid. In terms of builds, we're probably going to pump out a couple of horse archers to defend against Imperio next. Maybe a settler after that (?) in the longer term.

    China Beach [size 6] [guarded by Ms Piggy]:
    Worker (10t) to be whipped to completion sooner
    Infrastructure: Granary, Library, Barracks
    Great Scientist 96/100, +6 GPP/turn, due in 1t



    Comments: Great Scientist due next turn! Afterwards, current plan is to whip the worker to completion and then let the overflow go into something else. My tentative vote is for lighthouse, if only for the +1 food/turn from clams and because we get uber-cheap lighthouses, but there are certainly other options. Because of the high food at China Beach and relatively poor tiles, we will probably continue to employ some Scientist specialists here.

    Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
    City Walls (1t)
    Infrastructure: Barracks, Heroic Epic



    Comments: Cape Town, the city we expect to be under siege shortly. Not too much to say here; Cape Town has Heroic Epic and will be cranking units for the forseeable future. The forest SE of the city will be chopped next turn, and the copper will be reconnected on T118.

    Something Fishy [size 5] [guarded by Svava]:
    Courthouse (4t)
    Infrastructure: Granary, Library
    Planning to whip courthouse on the final turn, with overflow going into settler



    Comments: A fine commerce city, developing nicely in the extreme south. The current plan is to whip this courthouse on the final turn (4t), letting the city immediately regrow to size 5 and sending 25 or so shields of overflow into a settler. Once we finish chopping forests at Pink Dot, workers will move back down here and continue clearing jungle/adding grassland cottages. Will be even stronger if we can get the dyes connected sometime soon.

    Green Acres [size 3] [guarded by Robyn Hood]:
    Lighthouse (10t) [anger duration 3t]
    Infrastructure: Granary, Library
    Planning to whip lighthouse at some point, with overflow going into worker



    Comments: Green has some very poor desert tiles, but the presence of clams and wines make it worthwhile. I believe that this current turn is the optimum time to whip the city's lighthouse, with Green immediately regrowing to size 3 and then building worker while employing the 2 clams + wines tiles. (Worker in 6t at that rate.) Someone please check the whipping math to make sure I'm right about this!

    Mellow Yellow [size 2] [guarded by Hera]:
    Granary (13t)
    Infrastructure: none
    Planning to whip this turn, I think (?)



    Comments: Mellow has better long-term land than Green, but it's been slower getting started due to lack of worker attention. I believe T-Hawk said that the current turn (T115) was the optimum time to whip the granary - again, is that correct? Anyone want to check on that?

    Saxon the Beach [size 1] [guarded by Betty Hur]:
    Moai Statues (62t)
    Infrastructure: none



    Comments: Just getting started here, but the presence of stone is huge for our civ. We should be able to get a worker up here in ~5 turns, to work on connecting those deer and then mining the grassland hills. Moai will turn this from a frozen wasteland into a solid contributer.

    For purposes of completeness, here is our army composition:

    Non-Combat Units

    Scout [Sharon]:
    Scouting out the eastern continent

    Worker [Winston]:
    Connecting wines at Green Acres (done!)

    Worker [Bernard]:
    Connecting wines at Green Acres
    Roading (2t)

    Worker [O'Brien]:
    Chopping defensive cover forest at Cape Town, then reconnect copper
    Chopping (3t)

    Worker [Helmholtz]:
    Chopping defensive cover forest at Cape Town, then reconnect copper
    Move to tile (done!)

    Worker [Parsons]:
    Chop forests as part of Operation Hanging Gardens
    Chopping (done!)

    Worker [Syme]:
    Chop forests as part of Operation Hanging Gardens
    Chopping (3t)

    Worker [John the Savage]:
    Chop forests as part of Operation Hanging Gardens
    Moving to tile (done!)

    Military Units

    Galley [RBS Discovery]:
    Patrolling the Channel

    Axeman [Gillian]:
    Guarding Cape Town (for now)
    Heading to Twin Peaks eventually

    Axeman [Adria]:
    Guard Pink Dot

    Spearman [Christina]:
    Guard Cape Town

    Spearman [Hannah]:
    Guard Cape Town

    Spearman [Jamie Lynn's Spears]:
    Guarding Cape Town (for now)
    Heading to Twin Peaks eventually

    Spearman [Britney's Spears]:
    Guard workers at Pink Dot to keep Templar chariot honest

    Chariot [Betty Hur]:
    Resting and healing up in Saxon the Beach
    10XP - our most heroic unit!

    Chariot [Lady Godiva]:
    Moving east to get intel on Imperio/Templar cities

    Archer [Ms Piggy]:
    Guard China Beach

    Archer [Diana]:
    Guard Cape Town

    Archer [Billy Jean Tell]:
    Exploring Imperio territory

    Archer [Robyn Hood]:
    Guard Green Acres

    Archer [Svava]:
    Guard Something Fishy

    Archer [Fyre Errow]:
    Guarding Cape Town (for now)
    Heading to Twin Peaks eventually

    Archer [Hera]:
    Guard Mellow Yellow

    Archer [Athena]:
    Guard Pink Dot

    Archer [Aphrodite]:
    Guard Cape Town

    Archer [Demeter]:
    Guard Cape Town

    Warrior [Xena]:
    Guard Airstrip One

    Warrior [Jennifer]:
    Exploring the eastern continent

    On to some C&D stuff...
    Attached Files

  • #2
    Urban Planning

    The thread where we discuss medium/long term city development: research powerhouses, GP farms, whipping posts, fishing villages, military pumps, and all that jazz

    @Sullla - could you edit your post if you have time over the next few days to delete the worker and unit info.
    Last edited by Swiss Pauli; March 2, 2009, 13:50. Reason: post copied

    Comment


    • #3
      Mellow Yellow

      Here's my effort...trying to keep things general...



      Short-term outlook: a bit meh, as we need to invest quite a few worker turns to improve the jungle grasslands, though we could cottage the grass forest and dye tiles. Lighthouse an obvious early build.

      Medium term outlook: not a bad commerce city, assuming we cottage the grasslands. Chopping the plentiful forests will help get the infra we need (library, CH), or to get some units rolling (depending on our needs). Not really enough food for running specialists, nor hills for serious production, but enough for whipping at smaller sizes.

      Long term outlook: a bit meh, as this isn't an easy area to irrigate (would have to run from Pink via SF through the two jungle tiles above; irrigation from Green Acres is blocked). With seven plains tiles, but only the +3 food from the clams, I don't see ever being more than a mid-ranking city.

      Comment


      • #4
        Here are some thoughts after looking at the game:

        1. Military.
        A few of our cities have to be constantly training military for the foreseeable future. Cape Town can handle most of Imperio front and Pink Dot should be good for Templar front. A1 and China Beach can help by training HAs. (Should we build Stables in either of them?)

        2. Expansion.
        We need to assign several worker/settler factories to start filling in the massive territory we've grabbed. Here are the best candidates in the short run:

        a) Green Acres - 2 clams!, winery, and a grassland hill to be mined. This is the perfect city for worker/Settler production. Whip, grow to size 4 while building Forge, switch to Settler, whip, etc.

        b) Mellow Yellow - The only good tiles now are Clams and Plains forest hill. So I'd let it grow to size 4, whip a worker, grow to size 4, and so on until we have 3 cottages there. Even after that we can keep the city as a worker factory.

        c) Something Fishy - It can be a great commerce and city in the future, but for now it has only 4 good tiles to work, and we need to train more workers in the south. When the city gets more improved tiles, it can take over some military duty from China Beach.

        3. New Cities.
        Newest cities (Saxon and Blue Dot) will have to work on their own infrastructure for now.

        4. Immediate actions:
        4.1 Green Acres should switch from Worker to Settler, because we need Settlers in the north and workers in the south.
        4.2 Something Fishy should put in a worker(5), because it's about to start working unimproved tiles, and it needs a second worker.
        4.3 Mellow Yellow grows to size 4 (4 turns), then puts in a Worker to be whipped.

        After this, we should have enough workers for immediate needs and can train a pair of Settlers after Green Acres and Mellow Yellow recover from whips.

        Comment


        • #5
          Ruff_Hi cleverly pointed out in the tech discussion thread that we have a good shot at the Taj Mahal. Might be a good idea to start planning now for which city to do it.

          I guess the realistic options are Airstrip One, Pink Dot, or China Beach (assuming Cape Town is on perpetual military.) A1 could do it the quickest, but it's Artist pool pollution, but a Great Artist is still good for a golden age. Pink is the next strongest site, with several choppable forests, but it's on the front line in the south and also may get pressed into military service. China Beach is a sleeper choice - it's got decent hammer production, is safely on the back lines, and doesn't have anything else super pressing, although it has only one forest left.

          Opinions?

          Comment


          • #6
            What about Bluebell Woods? Lots of forests to chop. Just a wild idea.
            mh

            Comment


            • #7
              Possibly. It does have its own infra to build and lacks a forge though. Probably airstrip one is best. Best raw production and has a few forests left to chop (assuming we don't need the health, which we shouldn't do due to deer, sheep and crabs yet to hook up and trading).

              Comment


              • #8
                Airstrip One is the place where we'll build Taj, and we should land it easily with our current research path so long as PAL doesn't Liberalism their way to Nationalism. Also assuming no one else gets a Great Engineer at an inopportune moment.

                We can pull 18 shields/turn there, which after a gazillion multipliers (25% forge, 50% Bureaucracy, 100% marble) becomes 49.5 shields/turn. 14 turns at that rate, and it may well be less than that, because I think the Bureaucracy calculation gets applied before the forge/marble one (that would make the rate 60 shields/turn and 12t total).

                Not to mention more Great Person points for our National Epic city.

                Comment


                • #9
                  Originally posted by Sullla View Post
                  Airstrip One is the place where we'll build Taj, and we should land it easily with our current research path so long as PAL doesn't Liberalism their way to Nationalism. Also assuming no one else gets a Great Engineer at an inopportune moment.

                  We can pull 18 shields/turn there, which after a gazillion multipliers (25% forge, 50% Bureaucracy, 100% marble) becomes 49.5 shields/turn. 14 turns at that rate, and it may well be less than that, because I think the Bureaucracy calculation gets applied before the forge/marble one (that would make the rate 60 shields/turn and 12t total).

                  Not to mention more Great Person points for our National Epic city.
                  I think the Bureau hammer bonus just is additive to the other bonuses and then all the bonuses together are multiplied by the base hammers (the same way beaker bonuses work). I think the only exception is the Bureau COMMERCE bonus because beakers and commerce are different, so commerce bonus is applied and then the beaker bonus is applied to that number.

                  Comment


                  • #10
                    sunrise is right. Bureaucracy is additive with all other hammer bonuses. Bureaucracy commerce is multiplicative with cash and beaker multipliers.

                    Comment


                    • #11
                      I still think we should run an engineer after this next scientist pops. a) gets our next GP sooner, and b) gives us odds at an engineer to rush Taj (or Globe)

                      Comment


                      • #12
                        @Regoarrarr: How would you configure the capital to run the engineer? Growth is only at +2 - firing a cottage worker stops growth and firing a miner slows it to +1.

                        Comment


                        • #13
                          My thought was to fire 2 miners and replace them with a cottage (soon to be built). That trades 4 hammers for 3 commerce + 3 (6) GPP

                          Comment


                          • #14
                            We currently just don't have enough improved tiles to do this. Our worker is laying down cottages as fast as he can, but for right now it would be very wasteful to swap off of those grassland hill mines.

                            The researcher in me would also favor another Scientist specialist over an Engineer, with tons of beaker multipliers in Airstrip One.

                            Comment


                            • #15
                              We do have Syme and O'Brien available to also improve A1, if we choose.

                              So, some numbers:
                              As it stands:
                              T131, almost pure scientist (National Epic completed on T130), with 8/300 overflow (again, due to NE), 18 GPP (8 sci, 1 art * 2)
                              T148: 75% chance of Sci, 25% chance of artist. 14/400 overflow
                              T170: next GPP with 10/500 overflow

                              If we hire an engineer (or alternatively, another scientist) on T131
                              T131, almost pure scientist (National Epic completed on T130), with 8/300 overflow (again, due to NE), 24 GPP (8 sci, 1 art, 1 eng * 2)
                              T144, 60% sci, 20% artist, 20% eng, with 20/400 overflow
                              T160: GPP 5, with 4/500 overflow
                              T181: GPP 6

                              So GPP#4 4 turns earlier and GPP#5 10 turns earlier

                              We do have the option to take either Syme or O'Brien (who were roading to Cape Town) and use one of them to get the capital improved a bit faster so that we can hire another GP

                              Comment

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