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MOI Term VI

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  • MOI Term VI

    Apolyton

    Pop 14, food: surplus 1; box 56/72; grow 16 turns.
    Health: 25 (2 fresh water+4 forest+14 bonuses+3 buildings+ 2 level)
    Unhealth: 15 (14 population+1 buildings)
    Happy:24 (2 civics+2 buildings+16 resources+4 level)
    Unhappy:21 (14 population+4 no garrison+3 war)
    Yield: (29-28) 1 F, 30 H ,36 C.
    Production: longbow/ 1 turns
    Science: 27 (18 commerce+9 buildings)
    Gold: 22 (18 commerce+4 buildings)
    Maintenance: -3
    Culture: 24/turn (3059/7500)
    GPP: 3/T (149/750) Great Engineer
    Buildings: Palace, barracks,granary,library,colesseum,aqueduct,Hangin
    g Gardens,market,theatre,courthouse,forge,Chichen Itza,observatory
    Defence: 85%
    Units:


    Paddyton

    Pop 16,food: surplus 2; box 46/78; grow 16 turns.
    Health: 21 (1 forest+17 bonuses+1 building+2 level)
    Unhealth: 17 (16 population+1 buildings)
    Happy: 22 (2 civics+16 resources+4 level)
    Unhappy: 18 (16 population+2 war)
    Yield: (34-32) 2 F, 20 H , 67 C
    Production: pike/4 turns
    Science: 45 (33 commerce+3 specialist+9 buildings)
    Gold: 50 (34 commerce+6 specialist+10 buildings)
    Maintenance: -4
    Culture: 7/turn (792/7500)
    GPP: -----------------
    Buildings: barracks,granary,library,market,forge,courthouse,t
    heatre,harbor,lighthouse
    Defence: 65%
    Unities: archer

    Iron Tusks

    Pop 15,food: surplus 6; box 59/75; grow 3 turns
    Health: 19 (2 forest+14 bonuses+1 buildings+2 level)
    Unhealth: 16 (15 population+1 buildings)
    Happy: 22 (2 civics+16 resources+4 level)
    Unhappy: 17 ( 15 population+2 war)
    Yield: (36-30) 6 F, 20 H , 24 C
    Production: catapult/3 turns
    Science: 12 (commerce)
    Gold:15 (12 commerce+3 buildings)
    Maintenance: -3
    Culture: 10/turn (786/7500)
    GPP --------------
    Buildings: barracks,theatre,granary,courthouse,forge,market,F orbiden Palace
    Defence: 65%
    Unities:chariot,sword

    The Lake

    Pop 16,food: surplus 2; box 70/78; grow 4 turns
    Health: 24 (2 fresh water+3 forest+14 bonuses+3 buildings+2 level)
    Unhealth:17 (16 population+1 buildings)
    Happy: 23 (2 civics+1 buildings+16 resources+4 level)
    Unhappy: 18 (16 population+2 war)
    Yield: (34-32) 2 F, 28 H, 34 C
    Production: confucian monastery/1 turns
    Science: 22 (17 commerce+5 building)
    Gold: 21 (17 commerce+4 buildings)
    Maintenance: -4
    Culture: 14/turn (1038/7500)
    GPP ------------
    Buildings: granary,library,barracks,theatre,market,courthouse

    ,collesseum, forge, aqueduct,hindu monastery
    Defence: 85%
    Unities: horse archer,sword

    Metaliturtleton

    Pop 17,food: surplus 2; box 65/81; grow 8 turns
    Health: 22 (2 fresh water+17 bonuses+1 buildings+2 level)
    Unhealth: 18 (17 population+1 buildings)
    Happy: 23 (2 civics+1 buildings+16 resources+4 level)
    Unhappy: 20 (17 population+3 war)
    Yield: (36-34) 2 F , 11 H , 76 C
    Production: confucian monastery/7 turns
    Science: 136 (38 commerce+30 specialists+68 buildings)
    Gold: 47 ( 38 commerce+9 buildings)
    Maintenance: -6
    Culture: 20/turn (1957/7500)
    GPP: 25/T (1093/1200) Great Scientist
    Buildings: granary,library,lighthouse,Great Library,theatre,market,academy,courthouse,forge,co
    lesseum,harbor,observatory
    Defence: 85%
    Unities: archer,catapult

    Rubygrad
    Pop 14,food: surplus 2; box 69/72; grow 2 turns
    Health: 22 (2 fresh water+1 forest+14 bonuses+3 buildings+2 level)
    Unhealth: 15 (14 population+1 buildings)
    Happy: 21 (1 buildings+16 resources+4 level)
    Unhappy: 16 (14 population+2 war)
    Yield: (30-28) 2 F, 27 H , 33 C
    Production: pike/1 turns
    Science: 20 (16 commerce+4 buildings)
    Gold: 21 (17 commerce+4 buildings)
    Maintenance: -4
    Culture:11/turn (1121/7500)
    GPP: 7/turn (336/750) Prop 43%;Art.12%;Sci.43%.
    Buildings: The Pyramids, Stonehenge,granary,library,barracks,theatre,market
    ,Heroic Epic,courthouse,forge,colesseum,aqueduct
    Defence:85%
    Unities: spear,crossbowman,sword,catapult

    The Valley
    Pop 11,food: surplus 2; box 42/63; grow 11 turns
    Health: 20 (2 fresh water+1 forest+14 bonuses+1 buildings+2 level)
    Unhealth: 12 (11 population+1 buildings)
    Happy:17 (13 resources+4 level)
    Unhappy: 12 (11 population+1 war)
    Yield: (22-20) 2 F, 15 H , 20 C
    Production: pike/5 turns
    Science: 12 (10 commerce+2 buildings)
    Gold: 10 (commerce)
    Maintenance: -4
    Culture: 8/turn (716/750)
    GPP: --------------
    Buildings: granary,theatre,library,forge,courthouse,barracks
    Defence: 65%
    Unities: spear
    Last edited by fed1943; October 8, 2006, 12:31.

  • #2
    Povo Este-fed
    Pop 20,food: surplus 0;box: 43/90; grow -- turns
    Health: 22 (2 fresh water+17 bonuses+1 buildings+2 level)
    Unhealth: 22 (20 population+1 flood plains+1 buildings)
    Happy: 22 (2 civics+16 resources+4 level)
    Unhappy: ----------
    Yield: (40-40) 0F 17H 46C
    Production: grocer/1 turns
    Science: 134 (23 commerce+54 specialists+57 buildings)
    Gold. 28 (23 commerce+5 buildings)
    Maintenance: -6
    Culture: 26/turn (1508/7500)
    GPP: 77/turn (650/1200)
    Buildings: great lighthouse,granary,lighthouse,theatre,globe theatre,harbor,library,national epic,academy,market,courthouse,forge
    Defence: 65%
    Units: archer

    FeMme Fatale
    Pop 11,food: surplus 3;box: 46/63; grow 6 turns
    Health: 21 (2 fresh water+2 forest+14 bonuses+1 buildings+2 level)
    Unhealth: 12 (11 population+1 buildings)
    Happy: 17 (13 resources+4 level)
    Unhappy: 12 (11 population+1 war)
    Yield: (25-22) 3F 16H 25C
    Production: pike/5 turns
    Science: 18 (12 commerce+6 buildings)
    Gold: 13 (commerce)
    Maintenance: -3
    Culture: 6/turn (327/750)
    GPP ------
    Buildings: granary,academy,theatre,forge,courthouse,barracks
    Defence:65%
    Units:axe

    Chuckfort
    Pop 10, food: surplus 2;box: 32/60; grow 14 turns
    Health: 19 (2 fresh water+14 bonuses+1 buildings+2 level)
    Unhealth: 11 (10 population+1 buildings)
    Happy: 21 (1 buildings+16 resources+ 4 level)
    Unhappy: 11 (10 population+1 war)
    Yield: (22-20) 2F 20H , 12C
    Production: catapult/3 turns
    Science: 6 (commerce)
    Gold: 7 (6 commerce+1 buildings)
    Maintenance: -4
    Culture: 6/turn (277/750)
    GPP --------
    Buildings: granary,forge,colisseum,theatre, courthouse,barracks,
    market
    Defence:45%
    Units: archer,elephant

    Bananaburg
    Pop 12, food: surplus 6;box: 57/66; grow 2 turns
    Health: 18 (1 forest+14 bonuses+1 buildings+2 level)
    Unhealth: 13 (12 population+1 buildings)
    Happy: 20 (16 resources+4 level)
    Unhappy: 14 (12 population+2 war)
    Yield: (30-24) 6F 11 H , 34 C
    Production: grocer/20 turns
    Science: 29 (17 commerce+12 buildings)
    Gold: 21 (17 commerce+4 buildings)
    Maintenance -4
    Culture: 5/turn (120/150)
    GPP: 3/turn (12/450)
    Buildings: forge,academy,Parthenon,granary,market,courthouse, theatre,library
    Defence : 45%
    Units: axe,sword
    Last edited by fed1943; October 8, 2006, 12:48.

    Comment


    • #3
      Zoidburg

      Population: 11. Food: Surplus 4 Box 55/63 Grow 2 turns
      Health: 18 ( 1 forest+14 bonuses+1 buildings+2 level)
      Unhealth: 12 (11 population+1 buildings)
      Happy: 17 (13 resources+4 level)
      Unhappy: 16 (11 population+3 no garrison+2 war)
      Yield: (26-22) 4F 18H , 33 C
      Production: longbow/1 turns
      Science: 24 (16 commerce+8 buildings)
      Gold: 17 (commerce)
      Maintenance: -5
      Culture: 5/turn (180/750)
      GPP:----
      Buildings: forge,academy,colossus,granary,lighthouse,theatre, courthouse,barracks
      Defence: 45%
      Units: axe


      Wormsville

      Population: 6 . Food: Surplus 1 Box 24/48 Grow 24 turns
      Health: 21 (2 fresh water+2 forest+14 bonuses+1 buildings+2 level)
      Unhealth: 7 (6 population+1 buildings)
      Happy: 17 (1 buildings+12 resources+4 level)
      Unhappy: 7 (6 population+1 war)
      Yield: (13-12) 1F 5H 26C
      Production: lighthouse/11 turns
      Science: 19 (13 commerce+6 buildings)
      Gold: 13 (commerce)
      Maintenance: -7
      Culture: 3/turn (109/150)
      GPP:-----
      Buildings:forge,academy,colosseum,granary
      Defence: 45%
      Units:axe

      Casa del Nimitz

      Population: 6 . Food: Surplus 5 Box 41/48 Grow 2 turns
      Health: 19 (2 forest+14 bonuses+1 buildings+2 level)
      Unhealth: 7 (6 population+1 buildings)
      Happy: 16 (12 resources+4 level)
      Unhappy: 7 (6 population+1 war)
      Yield: (17-12) 5F 8H 15C
      Prodution: theatre/2 turns
      Science: 7 (commerce)
      Gold: 9 (commerce)
      Maintenance: -6
      Culture: 3/turn (115/150)
      GPP------
      Buildings: granary,forge
      Defence:45%
      Units: horse archer

      Bananastary

      Population: 7 . Food: Surplus 5 Box 48/51 Grow 1 turns
      Health: 17 (14 bonuses+1 buildings+2 level)
      Unhealth: 8 (7 population+1 buildings)
      Happy: 16 (12 resources+4 level)
      Unhappy: 8 (7 population+1 war)
      Yield: (19-14) 5F 20H 10C
      Prodution: market/10 turns
      Science: 12 (5 commerce+6 specialists+1 buildings)
      Gold: 17 (5 commerce+12 specialists)
      Maintenance: -8
      Culture: 5/turn (137/150)
      GPP------
      Buildings: granary,forge,confucian monastery
      Defence: 45%
      Units: axe
      Last edited by fed1943; October 8, 2006, 13:01.

      Comment


      • #4
        Nikolostok

        Pop. 2; Food: Surplus 2; Box: 34/36; Grow 1 turns
        Health: 19 (2 forest+14 bonuses+1 buildings+2 level)
        Unhealth: 2 (population)
        Happy: 14 (10 resources+4 level)
        Unhappy: 2 (population)
        Yield: (6-4) 2 F 7 H 5 C
        Production: forge/ 20 turns
        Science: 2 (commerce)
        Gold:3 (commerce)
        Maintenance: - 7
        Culture: 3/turn (71/150)
        GPP-----
        Buildings:granary
        Defence: 25%
        Units: chariot

        Sherrinville

        Pop. 2; Food: Surplus 3; Box: 15/36; Grow 7 turns
        Health: 16 (2 forest+11 bonuses+1 buildings+2 level)
        Unhealth: 2 (population)
        Happy: 14 (10 resources+4 level)
        Unhappy: 2 (population)
        Yield: (7-4) 3F 3H 7C
        Production: granary/ 18 turns
        Science: 3 (commerce)
        Gold: 4 (commerce)
        Maintenance: -6
        Culture: 3/turn (57/150)
        GPP----
        Buildings:------
        Defence: 25%
        Units:axe
        Last edited by fed1943; October 8, 2006, 13:07.

        Comment


        • #5
          Bombay

          Pop 4; Food: Surplus -2; Box: 0 ; Grow: starving
          Health: 15 (1 forest+11 bonuses+1 buildings+2 level)
          Unhealth: 4 (population)
          Happy: 14 (10 resources+4 level)
          Unhappy: 6 (4 population+2 Indian influence)
          Yield: (6-8) -2F 1H 17C
          Prodution: granary/ 90 turns
          Science: 10 (commerce)
          Gold: 25 (7 commerce+18 buildings)
          Maintenance: -9
          Culture: 7/turn (23/150)
          GPP:
          Buildings: Kong Miao,Oracle
          Defence: 45%
          Units: axe,spear

          Delhi

          Pop 9; Food: Surplus 8; Box: 0/57; Grow: 8 turns
          Health: 17 (1 forest+11 bonuses+3 buildings+2 level)
          Unhealth: 9 (population)
          Happy: 15 (10 resources+1 building+4 level)
          Unhappy: 15 (9 population+5 indian influence+1 war)
          Yield: ( 26-18) 8F 8H 36C
          Production: theatre/5 turns
          Science: 27 (18 commerce+9 buildings)
          Gold: 18 (commerce)
          Maintenance: -13
          Culture: 3/turn (26/150)
          GPP:
          Buildings: aqueduct,academy
          Defence: 45%
          Units:

          Madras

          Pop ; Food: Surplus ; Box: / ; Grow:
          Health:
          Unhealth:
          Happy:
          Unhappy:
          Yield:
          Production:
          Science:
          Gold:
          Maintenance:
          Culture:
          GPP:
          Buildings:lighthouse,Notre Dame,
          Defence:
          Units:
          Last edited by fed1943; October 8, 2006, 13:20.

          Comment


          • #6
            Several data

            The commerce from domestic trade routes was 58 (would be 70).

            With foreign trade routes is now: 172.

            There are now 9 towns, 15 villages, 13 hamlets and 20 cottages.
            Last edited by fed1943; October 9, 2006, 08:05.

            Comment


            • #7
              Updated ( 1550 AD).

              Best regards

              Comment


              • #8
                Updated (1574 AD).

                Best regards,

                Comment


                • #9
                  Excellent Information.

                  Thank you Fed
                  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.

                  Comment


                  • #10
                    Just noticed Bombay and it's wonders. Would be better to work the production tiles and build a lighthouse since the citizens are starving anyway and the granary cannot store negative food. In fact, it might also be helpful to appoint a priest too for 9 GPP/turn and see if we can actually build ourselves a Prophet

                    Comment


                    • #11
                      Unhappily, Bombay will go back to 2 pop; no way to prevent it.

                      With Madra free, things become a little better; then, an extense chain of farms, but until Biology little food.

                      Granary is to speed the modest grow after said liberation of Madras.

                      About the build of a Prophet, I cannot see how, even with 2 priests=13 GPP; the GPP from Povo Este and MTT leave no empty
                      space for it.

                      Best regards,

                      Comment


                      • #12
                        Originally posted by fed1943
                        after said liberation of Madras.




                        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.

                        Comment


                        • #13
                          Originally posted by fed1943
                          Unhappily, Bombay will go back to 2 pop; no way to prevent it.

                          With Madra free, things become a little better; then, an extense chain of farms, but until Biology little food.

                          Granary is to speed the modest grow after said liberation of Madras.

                          About the build of a Prophet, I cannot see how, even with 2 priests=13 GPP; the GPP from Povo Este and MTT leave no empty
                          space for it.

                          Best regards,
                          But why not get as much production as you can from the starving population to get those buildings up quickly. Given that the granary is strong build anyway, I won't press the case for a lighthouse first, but those workers need to be on those hills all the time.

                          I would also starve population down to one. The city can still support a worker for that mine.

                          Comment


                          • #14
                            [SIZE=1] Originally posted by couerdelion [/

                            but those workers need to be on those hills all the time.

                            I would also starve population down to one. The city can still support a worker for that mine.

                            Your first point: you are right; agreed.

                            Second point: just an option; it shall take 9 turns to grow from 1 to 2

                            pops (rice and city'site); but, as grow shall stop again at 3 until the

                            chained farms arrive, it looks a good bet.

                            Best regards,

                            Comment


                            • #15
                              Spread of Religion

                              Minister fed1943

                              I am contacting you to inquire as to your plan to spread religion among the cities of our nation. As a strong advocate of Free Religion you know that the happiness bonus is one happy point per religion in each city. Therefore spreading religion is important.

                              We currently have 1 Confucian Monastary. We do not have any Monastaries currently being built. Monastaries are required to build Missionaries which spread religions.

                              Scientific Method could be researched in as soon as 25 turns. I certainly do not advocate that path, but if there is a great demand from the citizens it could happen that quickly. Once Scientific Method has been researched no more Monastaries can be built. With Free Religion, no Monastaries means no Missionaries.

                              I understand that the war effort is the first priority and may take up much of your time. Any insight you can provide in spreading religion would certainly help the citizens make decisions going forward.

                              Thank you for your time and consideration in this matter.

                              Minister Chuckman
                              Yes, negotiations could take some time.

                              Comment

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