Having founded two cities this turn, and with drafting to start in 7-8 turns, it seems like a good time to take a look at our cities.
Let's start with the capital:
![](http://img193.imageshack.us/img193/6097/72829212.jpg)
This city is ambling up to size 12, working cottages as it goes. Currently the odds of a scientist is 88%. We don't need extra GP points to speed up the scientist, but possibly we want to increase our chances of a scientist. Current production plan is to complete a knight and then it may begin the Taj Mahal, dependant on our C&D spying. I would like to see another cottage being layed down here in the medium-term. The city could occasionally be drafted from but with its poor food then not very often.
On to Pink Dot:
![](http://img32.imageshack.us/img32/9251/48848909.jpg)
This city is currently on military duty. I do not think the maceman is needed here and I think we should change to a knight before the turn ends. The city currently lacks two needed buildings: a forge and a courthouse. I think the ideal plan is to not whip the (knight) and instead build it at max. production, since we have good tiles to grow into and work. I think we should wait for an islamic missionary to arrive before we start those two buildings. The city is not currently in need of worker attention. Draftable.
Here is China Beach:
![](http://img196.imageshack.us/img196/4402/46909622.jpg)
It is completing the final work boat for Frozen Clams. Here I think is a good city to build another worker (4 turns). After that then we could get in a knight whip before we have to give horses to banana. For tile improvements, not a lot can beat the colossus coast we are currently working. I would say to hold off on tile improvements here until we get close to astronomy. A fine city to draft from.
Now on to Cape Town:
![](http://img42.imageshack.us/img42/8371/98447986.jpg)
The jewel of our crown, getting 40 hpt when building units. I think the plan here should be to build knights for 10 turns until we have to give horses to banana, then switch to seige weapons. No tile improvements needed. We should not draft from this city.
Something Fishy:
![](http://img29.imageshack.us/img29/5775/56019274.jpg)
This city had been suffering from a lack of tile improvements but that is being rectified by the construction of a cottage and a mine. The city has overflow from the lighthouse, and that is being put into a knight. I think after a knight it could afford to build a missionary for Pink Dot. We presumably want to grow this city but it can afford to be drafted from.
Green Acres:
![](http://img30.imageshack.us/img30/7052/37164405.jpg)
Soon to be our highest production city
. One forest is getting chopped from outside the BFC and that gets 36 hammers after multipliers. The other forests get 40 hammers. With 15 hammers per turn and 85/300 into the forge, we are on for a eta of 7 turns (T151). Coincidentally the same turn as we will get nationalism
. Thus there is no need to borrow money from banana. Therefore we need to send a worker into the plains forest in 4 turns time, T148. Currently we have 4 workers in the area. I think we should have all 4 workers finish the plains farm in the north next turn (T145). The turn after (146) we can have 3 of them move to farm the grass farm inside the BFC and one to road the tile. Turn 147 the roading worker finishes the road and that allows one of the workers to reach the other grass tile and start the next farm while the other two finish the previous farm. Turn 148 One of the workers heads into the plains forest and the other two on the finished farm go to the southern farm and work on it (4/5 turns done on this farm). Turn 149 The plains forest starts to be chopped and the grass farm is finished. The remaining two workers head to the grass forest and start farming (not chopping), 2/8 worker turns done. Turn 150 the other worker joins in farming the same tile (5/8 worker turns). Turn 151 both of the forests are chopped and all of the farms are built! Globe is finished and nationalims arrives
.
Here is Mellow Yellow:
![](http://img20.imageshack.us/img20/868/59898537.jpg)
We are currently building a cottage here. While we have colossus the city is currently OK. But once we get astronomy we will need cottages to fall back on. Probably one worker attending to this city is all we need at the moment. The city can be balanced between production and commerce by changing between coast and the plains forests. Current production needs are a barracks and a courthouse. I think we should time the barracks by tile-switching to come in at the time of nationalism. Then we can draft a maceman and double-whip a courthouse.
Bluebell Woods:
![](http://img41.imageshack.us/img41/9375/26196924.jpg)
A pure commerce city. Poor production and food, but that is being handled by chopping all the buildings it needs. After a forge then it will chop a library and not have many other needs except for growing and making us money
. We may even want a market here after the library. We have 1 worker in the area and he can keep up with the rate of growth. After finishing the 3 silks then it can get started with cottages.
Red Herring:
![](http://img51.imageshack.us/img51/6375/19228482.jpg)
This is very much a filler-city. It can currently work the coastal tiles to take advantage of our colossus and be decent for drafting every 10 turns. I think we should build a mine on the tile we just chopped. Next build will probably be a forge. It has one worker attending to it and that is probably sufficient for its needs.
Saxon the Beach:
![](http://img43.imageshack.us/img43/325/sotb.jpg)
Currently it is in max-production mode to finish the Maoi Statues in 4 turns. After that it can switch to commerce/growth mode. Next builds should probably be a library a forge. We could do with chops here and can sacrifice one or both of our tundra forests. If we do build a worker from China Beach then this is where he should focus his attention.
And our first new city, frozen clams:
![](http://img196.imageshack.us/img196/337/54082153.jpg)
This city needs a granary and a lighthouse. Which is the best order to build them. T-Hawk? The worker, after finishing the final road to the city, should head onto the tundra hill and chop it. The chop could immediately finish a lighthouse (30 hammers) but not a granary (60). Maybe lighthouse first is best? An extremely draftable city.
Our second new city, Upper Burgundy:
![](http://img526.imageshack.us/img526/1179/92812990.jpg)
This city is rather poor. It has no production to speak of and presumably we need to save those plains forests for lumbermills. I suppose the plan is to work the wines tile for now. Then when the borders pop we farm the rice and use our +4 food surplus to slave in our infrastructure. However, we could alternatively work the plains hill now to complete the granary quickly before the borders pop. It would only take 6 turns. Any opinions?
Let's start with the capital:
![](http://img193.imageshack.us/img193/6097/72829212.jpg)
This city is ambling up to size 12, working cottages as it goes. Currently the odds of a scientist is 88%. We don't need extra GP points to speed up the scientist, but possibly we want to increase our chances of a scientist. Current production plan is to complete a knight and then it may begin the Taj Mahal, dependant on our C&D spying. I would like to see another cottage being layed down here in the medium-term. The city could occasionally be drafted from but with its poor food then not very often.
On to Pink Dot:
![](http://img32.imageshack.us/img32/9251/48848909.jpg)
This city is currently on military duty. I do not think the maceman is needed here and I think we should change to a knight before the turn ends. The city currently lacks two needed buildings: a forge and a courthouse. I think the ideal plan is to not whip the (knight) and instead build it at max. production, since we have good tiles to grow into and work. I think we should wait for an islamic missionary to arrive before we start those two buildings. The city is not currently in need of worker attention. Draftable.
Here is China Beach:
![](http://img196.imageshack.us/img196/4402/46909622.jpg)
It is completing the final work boat for Frozen Clams. Here I think is a good city to build another worker (4 turns). After that then we could get in a knight whip before we have to give horses to banana. For tile improvements, not a lot can beat the colossus coast we are currently working. I would say to hold off on tile improvements here until we get close to astronomy. A fine city to draft from.
Now on to Cape Town:
![](http://img42.imageshack.us/img42/8371/98447986.jpg)
The jewel of our crown, getting 40 hpt when building units. I think the plan here should be to build knights for 10 turns until we have to give horses to banana, then switch to seige weapons. No tile improvements needed. We should not draft from this city.
Something Fishy:
![](http://img29.imageshack.us/img29/5775/56019274.jpg)
This city had been suffering from a lack of tile improvements but that is being rectified by the construction of a cottage and a mine. The city has overflow from the lighthouse, and that is being put into a knight. I think after a knight it could afford to build a missionary for Pink Dot. We presumably want to grow this city but it can afford to be drafted from.
Green Acres:
![](http://img30.imageshack.us/img30/7052/37164405.jpg)
Soon to be our highest production city
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
![thumbs-up](https://apolyton.net/core/images/smilies/thumbs-up.gif)
Here is Mellow Yellow:
![](http://img20.imageshack.us/img20/868/59898537.jpg)
We are currently building a cottage here. While we have colossus the city is currently OK. But once we get astronomy we will need cottages to fall back on. Probably one worker attending to this city is all we need at the moment. The city can be balanced between production and commerce by changing between coast and the plains forests. Current production needs are a barracks and a courthouse. I think we should time the barracks by tile-switching to come in at the time of nationalism. Then we can draft a maceman and double-whip a courthouse.
Bluebell Woods:
![](http://img41.imageshack.us/img41/9375/26196924.jpg)
A pure commerce city. Poor production and food, but that is being handled by chopping all the buildings it needs. After a forge then it will chop a library and not have many other needs except for growing and making us money
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Red Herring:
![](http://img51.imageshack.us/img51/6375/19228482.jpg)
This is very much a filler-city. It can currently work the coastal tiles to take advantage of our colossus and be decent for drafting every 10 turns. I think we should build a mine on the tile we just chopped. Next build will probably be a forge. It has one worker attending to it and that is probably sufficient for its needs.
Saxon the Beach:
![](http://img43.imageshack.us/img43/325/sotb.jpg)
Currently it is in max-production mode to finish the Maoi Statues in 4 turns. After that it can switch to commerce/growth mode. Next builds should probably be a library a forge. We could do with chops here and can sacrifice one or both of our tundra forests. If we do build a worker from China Beach then this is where he should focus his attention.
And our first new city, frozen clams:
![](http://img196.imageshack.us/img196/337/54082153.jpg)
This city needs a granary and a lighthouse. Which is the best order to build them. T-Hawk? The worker, after finishing the final road to the city, should head onto the tundra hill and chop it. The chop could immediately finish a lighthouse (30 hammers) but not a granary (60). Maybe lighthouse first is best? An extremely draftable city.
Our second new city, Upper Burgundy:
![](http://img526.imageshack.us/img526/1179/92812990.jpg)
This city is rather poor. It has no production to speak of and presumably we need to save those plains forests for lumbermills. I suppose the plan is to work the wines tile for now. Then when the borders pop we farm the rice and use our +4 food surplus to slave in our infrastructure. However, we could alternatively work the plains hill now to complete the granary quickly before the borders pop. It would only take 6 turns. Any opinions?
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