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  • Susan's city

    In the next turn, Susan shall found a city in the place Slee is now.

    A decision is required about the role of the city. It can be two distint

    ways:

    A great commerce city ( plantation,pasture, 4 mines, 11 cottages)

    or a very good hammers city (plantation, pasture, 4 windmills, 3

    lumbermills, 1 farm, 7 workshops.

    (Could even be a GP farm for 6 specialists, but that would take

    much longer).

    This shall be a global decision, not a MOI one, as the city will

    behave very well at any of the tasks.

    If nothing new, I shall go the cottage/commercial way, because it

    looks Rubygrad and Chuckfort, with the help of Lake and Apolyton,

    can take care of production.

    Best regards,

  • #2
    I think it would be prudent, given our current situation, our collection of wonders, and our technological position relative to our eastern neighbours to make this into a great commercial city.

    We seem to be in the lead technologically and I think now is the time to forge ahead in this department and press our advantage. As you mentioned, Rubygrad, Chuckfort, Apolyton and The Lake can handle any production needs that we may have in the forseeable future. I would prefer a leaner, more advanced military than a bloated, antiquated one.

    In my opinion, the more ports we can get the better. We have a great selection of commercial wonders and our extended coastline means we must be able to defend our coastline from all directions.

    By the by, what are you plans for Simon's city??
    Let your every day be full of joy, love the child that holds your hand, let your wife delight in your embrace, for these alone are the concerns of humanity.
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    • #3
      Yes, I tend to agree with you both on this matter. However, I also like the idea of another GP farm but this seems a long way off.

      Do you plan any other cities fed? For instance 9-9-9-6 of Bananaburg seems like a good spot despite the mountain range.
      Artificial Intelligence is no match for Natural Stupidity.

      Member of Team Southern Cross in Warlords Pitboss Team Democracy Game
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      • #4
        I would favor commerce - this will allow us the ability to surge further ahead in techs, and will pay for the cavalry, followed by the tanks!
        I don't know why he saved my life. Maybe in those last moments he loved life more than he ever had before. Not just his life - anybody's life, my life. All he'd wanted were the same answers the rest of us want. Where did I come from? Where am I going? How long have I got? All I could do was sit there and watch him die.

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        • #5
          What tiles does the city have?

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          • #6
            Site: hills/grass;radius:3 coast,5 hills/grass,1 grass/cows,1

            grass/bananas,3forest/grass,7 jungle/grass.

            Best regards,

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            • #7
              Oooh. Gonna be 'spensive.

              I'd have thought the sites around Apolyton were worthy of settling for the lower maintenance and for a couple of new resources.

              But the site has to be commercial with that mix. I was a little confused that you put the mines in the commercial city and windmills in the production one. I'd go the simple option of cottage spamming the area once the pasture and plantation are complete. Chuck in a few windmills and slowly plod through the building tree

              Granary
              Forge (for engineer specialist slot)
              then probably the happiness and health improvers that provide something else (Harbour, Market, Grocers).
              Courthouse should be put a little higher in priority unless Iron Tusks can get that Palace finished

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              • #8
                Originally posted by couerdelion
                Oooh. Gonna be 'spensive

                But the site has to be commercial with that mix. I was a little confused that you put the mines in the commercial city and windmills in the production one.

                So do I became confused: lots of cottages, so pop to go there, so,

                happy and health buildings needed, all multipliers, granary,forge,

                courthouse; and just 4 hills/grass to help the cows and site.

                And the city just starts now; and grow must be balanced with

                prodution.

                All that points to concentrate the hammers prodution, so the mines.

                Sad, 4 mines in a commercial city; then, I remembered just cottages

                must be forever.

                Best regards,

                Comment


                • #9
                  I'd start with windmills and cottages and also work on the basic buildings (granary, forge, courthouse) until you start approaching population limits.

                  Remember that the basic limit will already be high because of our resources (9 health/7 happy???) and these will increase if we can get trading for gems or develop so some rapid growth while building some early food/production multipliers will be worthwhile. With a forge up an engineer can also contribute to production and perhaps slow growth a bit if limits are getting close to allow a or happy/health modifiers to be built. I might build one mine early for a little extra production because there is a basic +7 food there. But after replaceable parts, I’d certainly convert to windmill and use the food use food surplus to support specialists.

                  I only put the Courthouse third because I thought this would be the most valuable building there for a little while but if growth is a bit out of control, a market may be necessary. The granary will only take about 30 turns

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                  • #10
                    I want that granary much faster than 30 turns.

                    Best regards,

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                    • #11
                      Originally posted by fed1943
                      I want that granary much faster than 30 turns.

                      Best regards,
                      I guess this will simply be chopped almost instantly (ie before pasture)

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