View Full Version : Term 6 - Govenor of Fort Impervious (was Beshbalik)
May 29, 2006, 03:47 PM
This thread is for the Governor of Fort Impervious. The city used to be called Beshbalik (it was renamed in this poll (http://forums.civfanatics.com/showthread.php?t=172388)).
Please post requests/discussion for the Governor in this thread.
Duties of governors:
IA. The Powers and Duties of the Governors:
1. The Governors may move any workers or garrison units assigned to them anywhere in there city's radius or state boundaries.
2. The Governor shall work with the Minister of the Interior to decide which improvement shall be built.
3. The Designated Player shall act as Governor of any cities build during his play session at the end of which, the office is declared vacant.
4. The first elected governor of a city or state may select the official flag of that city or state.
May 29, 2006, 03:48 PM
Maps of Fort Impervious (1142 AD)
Jun 13, 2006, 07:00 PM
I appear to have been given the go ahead to build the Globe Theatre in Fort Impervious next TC and will ask the next DP to do so.
(When I have updated maps, I'll post a link here).
Jun 13, 2006, 10:54 PM
Excellent, Governor Oldbus! Do you intend to create a GP farm here?
Jun 14, 2006, 02:39 PM
That's right. I do intend to continue building stuff like the Courthouse as I feel the city should at least pay for itself, so there needs to be a little balance - at least at first. However, given that I'm not particularly good at city specialisation, I'd welcome any suggestions and help from more experienced Civvers to help me get the best from this city.
Jun 14, 2006, 06:58 PM
Well the GP farm has no balance at all, and just trys to max population, and hence specialists. This means ripping out everything that isnt a farm, and otherwise trying to max food. Happiness wont be an issue after globe, so other builds should be for health, although a courthouse might not be a bad idea. I might ask open a thread on the GP farm for other input - but my suggestion would be to get those mines in asap to help speed the globe, and then get farms everywhere, and later probably replace the mines with mills. My worker is almost done after the next cottage, so I can lend him to you (or at least suggest to the MoI ;)) maybe the TC after this.
Jun 15, 2006, 05:07 AM
Why would you replace the mines with mills, you won't work non-food-positive (:food:>2) anyway. And a hill+windmill is only 2:food:, so food-neutral.
Jun 15, 2006, 09:08 AM
Thanks for the ideas. I'd certainly appreciate an extra worker. I've a feeling I put an instruction in to start a cottage if the worker became free - I'll change that to a farm.
Jun 15, 2006, 12:55 PM
Oldbus your city is the perfect spot for Globe theater. Congratulations.
As deputy MoI :D , I will maintain the worker in the area to develop and try to get a 2nd over soon to start on cottages.
Your city is killing us with -9gpt maintainence though. I plan to chop the only plains forest to accelerate the courthouse and get you started on Globe theater.
Jun 15, 2006, 03:30 PM
I'm planning to build the GT before the Courthouse. I realise the money isn't good, but I think GPP take precedence here.
By chopping the forests to help produce the GT and building farms, we will get another 2 commerce for free and a=once the GT is built, I can build the Courthouse to help the economy.
Jun 22, 2006, 12:25 AM
I haven't had an indepth look at the save, but I notice that you are chopping forests around the city, and wonder if it wouldn't be better keeping them for a little longer to work for the extra hammers. I haven't done the sums, but you will chop the forest to the west of FI in about 2 turns. What if you left the forest there, got the worker to mine one of the hills, and then come back to chop it in 10 or so turns (you dont lose the work already done). You'd get the extra 10 hammers from working the forest, as well as the chop hammers, and you'd be able to switch to work the mine straight after. Just an idea.
Jun 22, 2006, 04:26 AM
The idea was to get the Globe Theatre (and then the Courthouse) built asap. I appreciate that chopping forests can be bad in the long term, but in FI I want to get farms built and get the population boosted. The aim of the city is to have lotsof specialists (and GPP). It is not intended to be a production city. The mine that is built I was only planning to use to help the building of the GT and C.
This is just my understanding of specialising a city in GP - if you've got any calculations that prove otherwise, let me know.
Jun 22, 2006, 04:46 PM
I didn't mean to keep them forever, just long enough to get the extra hammers from working the tiles, and THEN chop them. Again I haven't checked the save, but a few numbers for guestimates:
GT costs 300 hammers. You have only just started it, and have the courthouse to build after that - 120 hammers, so about 420 hammmers needed. If
1. Chop forest now - thats what, 45ish hammers per forest, then you get 14 h/turn max (although you havent mined or farmed the squares yet, I am assuming that you have for simplicity), so thats (420 - 90)/ 14 = 23.5 turns
2. Chop later, say toward the end of the production. That's 16 h/turn (same assumption), so 330/16 = 20.6 turns.
OK, so 3 turns saved is 3 turns saved. The thing is that the mines aren't built yet, so to take the other extreme, improving no more tiles, we have 300/ 7h/turn = 47.1, versus 330/10 h/turn = 33 turns, saving 15 turns! Granted, the mines will be built at some stage, so the savings will be between 3 and 15 turns. I just think that mining the hills before chopping the 2 forests will speed things up a bit.
Has the TC already happened, and the forests are already gone? If so... maybe next time. :coffee: