View Full Version : Term 2: Province of the north


TimBentley
Sep 19, 2004, 03:10 PM
Welcome to this newly created province in the northern part of Japanatica. I would like to thank Sir Donald III for my recommendation and Chieftess for my appointment.

Province of the north:
Governor: TimBentley
Deputy governor: JackA

Name: haven't decided, suggestions are welcome
Capital: Windurst

Status of province in 310 AD:

http://www.civfanatics.net/uploads8/timsprovince3.JPG

Osgiliath:
Founded in 825 BC
Mayor: none
Population: 6
Food per turn: 15 (surplus of 3)
Growth in 5 turns
Shields per turn: 8 (6 uncorrupted)
Currently building library in 11 turns
Gold per turn: 14 (10 uncorrupted)
Corruption: 26%
Improvements: temple, courthouse
Culture: 46
Culture per turn: 2
Cultural expansion: 27 turns
Garrison: regular spearman

Sto'vo'kor:
Founded in 530 BC
Mayor: none
Population: 6
Food per turn: 14 (surplus of 2)
Growth in 7 turns
Shields per turn: 4 (3 uncorrupted)
Currently building courthouse in 25 turns
Gold per turn: 10 (7 uncorrupted)
Corruption: 34%
Improvements: temple
Culture: 12
Culture per turn: 2
Cultural expansion: 44 turns
Garrison: regular spearman

Windurst:
Founded in 330 BC
Mayor: none
Population: 4
Food per turn: 11 (surplus of 3)
Growth in 9 turns
Shields per turn: 5 (3 uncorrupted)
Currently building courthouse in 20 turns
Gold per turn: 13 (7 uncorrupted)
Corruption: 51%
Improvements: temple, harbor
Culture: 66
Culture per turn: 2
Cultural expansion: 17 turns
Garrison: veteran spearman

Pete (http://forums.civfanatics.com/showthread.php?t=100119) :
Founded in 190 BC
Mayor: truckingpete
Population: 6
Food per turn: 15 (surplus of 3)
Growth in 3 turns
Shields per turn: 4 (1 uncorrupted)
Currently building courthouse in 68 turns
Gold per turn: 8 (3 uncorrupted)
Corruption: 67%
Improvements: temple
Culture: 26
Culture per turn: 2
Cultural expansion: 37 turns
Garrison: regular spearman, regular warrior

Bentropolis:
Founded in 90 BC
Mayor: none
Population: 3
Food per turn: 8 (surplus of 2)
Growth in 7 turns
Shields per turn: 3 (1 uncorrupted)
Currently building courthouse in 64 turns
Gold per turn: 4 (2 uncorrupted)
Corruption: 59%
Improvements: temple
Culture: 34
Culture per turn: 2
Cultural expansion: 33 turns
Garrison: regular warrior

TimBentley
Sep 19, 2004, 03:13 PM
Tentive build queues and micromanagement
Osgiliath: market, library, barracks

Sto'vo'kor: courthouse, harbor
after 5 turns, switch unroaded desert to grassland by river (if worker actions have altered the terrain, reevaluate this option; it is intended to speed growth while the city governor adds the new citizen to the desert)

Windurst: courthouse, aqueduct

Pete: courthouse, marketplace
switch both hills and desert to 3 coast squares; after growth, try to get Pete to 2spt post-corruption (if not possible or practical, try to maximize growth, then income)

Bentropolis: courthouse, barracks

Suggested worker actions:
mine a couple of hills near Osgiliath
mine grassland near Sto'vo'kor
mine grassland and chop jungle near Windurst
mine grassland near Pete; if Pete has decent food and 2spt post-corruption, that is fine
Bentropolis isn't in urgent need of worker actions

New cities should start production on a courthouse, pikeman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)

If Swazi flips, have it produce workers (no specialists), as documented in this poll (http://forums.civfanatics.com/showthread.php?t=100651).

TimBentley
Sep 19, 2004, 03:15 PM
Besides comments on build queues or micromanagement or whatever, comments on flipping are also welcome. Currently under flip risk are Windurst, Bentropolis, Swazi, and Isandhlwana. Pete would also be under flip risk if its garrison was reduced. I think Swazi would cramp our cities too much, so it should be abandoned, but Isandhlwana should be kept.

JackA
Sep 19, 2004, 04:20 PM
I'll be the deputy governor for the nothern province.

Zarn
Sep 19, 2004, 07:41 PM
@Lord (Governor) TimBentley: Congrats on your appointment and welcome to governorship.

For a capital: I suggest Windurst, since it is the center most city, at the moment, or you could go with Bentropolis, if you believe the province would push further inland. That's just my two cents.

TimBentley
Sep 19, 2004, 09:10 PM
@For a capital: I suggest Windurst, since it is the center most city, at the moment, or you could go with Bentropolis, if you believe the province would push further inland. That's just my two cents.
Well, I'd prefer not to have a capital flip to the Zulu. Regardless, I shall choose Windurst as the capital (it only has a 0.018% chance of flipping, and Swazi, its cultural pressurer, has about a 1.7% chance of flipping). Looking ahead, Windurst will have some nice land once the jungle gets cleared (hopefully there will be some bonus grassland).

I'll be the deputy governor for the nothern province.
It's the president's job to appoint deputies, but have requested it in the presidential thread.

TimBentley
Sep 19, 2004, 10:37 PM
Post two has been edited with the tentative build queues. If you're too lazy to go up 5 posts, too bad.

RegentMan
Sep 20, 2004, 01:46 AM
That Swazi picture has to be the funniest Civ III pic I've seen in a while! :lol: Congrats on your appointment!

invy
Sep 21, 2004, 01:36 PM
Good luck with your new province Governor :)!
I would like to know if you are going to appoint JackA as a deputy because he also applied to a deputy position in Eastern province. Since there are 2 candidates for deputy in Eastern province (Epimethius is second) it would help me if i knew about your decision. Than I could appoint Epimethius as a deputy in Eastern province, and that way both candidates would get their positions. That should make everyone happy.

TimBentley
Sep 21, 2004, 06:33 PM
Yes, I shall appoint JackA deputy (if I actually have the power), so go ahead and make Epimethius the deputy of your province. Now, JackA, get busy (although I'm not sure what you should do).

JackA
Sep 21, 2004, 06:37 PM
I will cheer the citizens into a frenzy! :rolleyes:
I will educate them on how to be good citizens and tell the teachers on how to teach kids iin school! :rolleyes: :p :lol:

TimBentley
Sep 21, 2004, 06:45 PM
I will cheer the citizens into a frenzy! :rolleyes:
I will educate them on how to be good citizens and tell the teachers on how to teach kids iin school! :rolleyes: :p :lol:
But we don't know education yet. (Does that mean we are uneducated as well?)

JackA
Sep 21, 2004, 06:49 PM
My First act is to make town a safer place,no gangs becayse they will be turned into monks for Buddhism!

invy
Sep 22, 2004, 07:42 AM
Thanks for quick answer. Good luck JuckA!

JackA
Sep 22, 2004, 08:15 PM
I'm rallying the troops against Babaylon and Rome right now so i'm busy.

JackA
Sep 22, 2004, 08:26 PM
Govenor,may i suggest connecting Bentropolis to the road using the workers to do so,that way our citizens may have luxuries!

TimBentley
Sep 22, 2004, 11:16 PM
Govenor,may i suggest connecting Bentropolis to the road using the workers to do so,that way our citizens may have luxuries!
The workers in the area are planning to do so.

I have updated both the provincial status and the build queues. The only reason to look at the new statistics is to look at Swazi in the new picture or possibly see some worker actions. The only changes in the queues are that Pete has progressed in its queue and some micromanagement.

TimBentley
Sep 26, 2004, 11:44 PM
The provincial status has been updated, as have the build queues.

Here are the new build queues for your convienence:
Osgiliath: market, library, barracks

Sto'vo'kor: courthouse, harbor
after 5 turns, switch unroaded desert to grassland by river (if worker actions have altered the terrain, reevaluate this option; it is intended to speed growth while the city governor adds the new citizen to the desert)

Windurst: courthouse, aqueduct

Pete: courthouse, marketplace
switch both hills and desert to 3 coast squares; after growth, try to get Pete to 2spt post-corruption (if not possible or practical, try to maximize growth, then income)

Bentropolis: courthouse, barracks

Suggested worker actions:
mine a couple of hills near Osgiliath
mine grassland near Sto'vo'kor
mine grassland and chop jungle near Windurst
mine grassland near Pete; if Pete has decent food and 2spt post-corruption, that is fine
Bentropolis isn't in urgent need of worker actions

New cities should start production on a courthouse, spearman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)

If Swazi flips, have it produce workers (no specialists), as documented in this poll (http://forums.civfanatics.com/showthread.php?t=100651).

By the way, if anyone is curious, the flip chance of Bentropolis is 0.043% and I estimate the flip chance of Swazi to be 1.45% (our relative cultural superiority has decreased since my last estimation).

Ashburnham
Sep 27, 2004, 02:17 AM
Just a question..

How do you estimate the flip risk of a city? Are there certain factors in the game that can be computed into flip potential?

Civman2004
Sep 27, 2004, 02:22 AM
There are. See chieftess' sig for a link. Basically the major factors are distance from each capital, "stored" culture, the comparitive culture weightings of the two civs, resistance/WLKTD and military units in the city.

Ashburnham
Sep 27, 2004, 02:27 AM
Fascinating. I'll look it up at once. Thanks.

TimBentley
Sep 27, 2004, 09:54 AM
There are. See chieftess' sig for a link. Basically the major factors are distance from each capital, "stored" culture, the comparitive culture weightings of the two civs, resistance/WLKTD and military units in the city.

You forgot number of foreign citizens and city tiles controlled by the other civilization. By the way, I used CrpMapStat to get the exact (or very close to it) probability for Bentropolis. I'm not a fan of counting pixels myself.

Furiey
Sep 28, 2004, 12:59 PM
Governor TimBentley

Just to point out that in your instructions for Wednesday's turnchat that "new cities should start production on a courthouse, spearman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)". As we now have Feudalism, it will now be Pikeman rather than Spearman.

TimBentley
Sep 28, 2004, 06:00 PM
Just to point out that in your instructions for Wednesday's turnchat that "new cities should start production on a courthouse, spearman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)". As we now have Feudalism, it will now be Pikeman rather than Spearman.
Oops, I guess that's what happens when I copy and paste. It has been changed.