View Full Version : COUNCIL: Call to all Governors
Methos Jul 06, 2007, 11:13 AM Governors, here my plea!
Many of us our uncertain what direction to go in for our empire. Therefore I ask that each governor look at his or her aimag and see what would be best for their aimag. Ask yourself questions like:
What civics would best fit my aimag?
What is the best way to increase my economy, specialist, cottages, or some other form?
What does my aimag require to increase its worth?
There are surely other questions we need to ask and please stand up and ask them. I myself will also reply to these questions.
Note: Each governor needs to state their answers in one post and I will link to those posts in this one.
Joe Harker Jul 06, 2007, 11:28 AM The best civics, whether we can change to them at the moment or not, would be universal sufferage, free speech and emicapation, any eccomny civic, and OR
At the moment no civics avaible except OR, signaficantly benefit the aimag.
At the moment the aimag is running a CE
To increase it worth is to research PP and other techs boosting gold from cottages and their upgrades.
Provolution Jul 06, 2007, 11:37 AM I have a proposal for a new law to make (which fits Representation Civic). What if we make the governors recommend each their Civic structure (based on their Aimag), and then we poll these five civic "packages" with that of the Warlord.
If we are in peacetime, the people would listen to the more influential Aimag, in wartime, a combination of such. This would give us 6 qualified poll on a continuous basis, and this is a topic that hits Governors right in their head (access to workers, speed of city builds and so on).
DaveShack Jul 10, 2007, 01:15 AM We'll probably end up having some discussion in this thread, which isn't what the OP wants, but we can always create the pure thread later by copying.
What classifications should we use for our cities? I think we need to identify, at a minimum, the following:
A GP city which can tailor which kind of GP it creates. Or more than one GP city, each one optimized to its designated GP type.
A very high production city which can build key wonders which shouldn't be placed in a specialized city.
A high production city which can be dedicated to building military.
One or more high science cities.
Comments on the list? Ideas for city designations?
Joe Harker Jul 10, 2007, 04:01 AM We'll probably end up having some discussion in this thread, which isn't what the OP wants, but we can always create the pure thread later by copying.
What classifications should we use for our cities? I think we need to identify, at a minimum, the following:
A GP city which can tailor which kind of GP it creates. Or more than one GP city, each one optimized to its designated GP type.
A very high production city which can build key wonders which shouldn't be placed in a specialized city.
A high production city which can be dedicated to building military.
One or more high science cities.
Comments on the list? Ideas for city designations?
I am planning to make Riversight and Munich a high production city, with City 1 and Neapolis being commerce/science cities
Methos Jul 10, 2007, 12:46 PM Before making the following adjustments, our nation is currently earning +7 :gold:/t.
NoneOfTheAbove
Before Changes: +22 :gold:/t; +29 :science:/t
After Changes: +25 :gold:/t; +9 :science:/t
Commerce wise she isn't doing very good. I have two possible routes to go for this city,
Production: With five more population she could work all tiles other than the bare plains tiles with a stagnate growth. Her base production would be 30 :hammers:. That's not including lumbermills or any production boosts (including Bureacracy).
Hybrid: If I chop the forests down and irrigate those grass tiles and convert all grass hills to windmills, she would be able to be switched easily back and forth between a fairly decent production city and a GP Farm.
Lyons
Before Changes: +11 :gold:/t; +2 :science:/t
After Changes: +12 :gold:/t; +3 :science:/t
Science/Commerce with some production capabilities.
Orleans
Before Changes: +18 :gold:/t; +4 :science:/t
After Changes: +18 :gold:/t; +4 :science:/t
Science/Commerce city
Paris
Before Changes: +20 :gold:/t; +6 :science:/t
After Changes: +16 :gold:/t; +3 :science:/t
Could easily switch between a science/commerce city and a GP Farm.
After the above adjustments, are nation is now making a difference of -22 :science:/t.
Methos Jul 10, 2007, 01:00 PM Whoops, I forgot to mention. With the planned changes I will be making two of my cities will grow in two turns and the other two will grow in five turns. My intent for my aimag is to increase my cities to as close to their cap as I can. I don't like cities hovering at the half-way mark.
dutchfire Jul 11, 2007, 01:57 PM I'd like NotA as a production city for now (although it might run out of things to produce when we run out of enemies)
Provolution Jul 11, 2007, 01:59 PM I request NOTA produce workers instead for a while, military need roads too.
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