View Full Version : The cities of Arkadia


fed1943
May 29, 2008, 09:40 AM
The first goal of this thread is to collect data about our cities, so that will become easier to see how they are and how they can be better developed.
Later posts are open to discussion about cities (and workers and settlers,too).
If players so want, it can be the point of cities discussions and suggestions to
the Hammers and Plows Master (Joe Harker).


Arete
Pop 10, Food: surplus (24-22) 2; bar 22/40; grow 9 turns;
Health:8 (1 forest+5 bonuses+2 level)
Unhealth: 10 (population)
Happiness: 11 (3 garrison+2 resources+1 buildings+1 religion+4 level)
Unhappiness: 10 ( population)
Yield: (24-22) 2 food; 10 hammers; commerce:28 (8 palace+6 trade+14 tiles)
Production:war elephant (21/60) 4 turns
Science: 37 ( 14 commerce+6 specialists+ 85% buildings)
Gold:14 (commerce)
Maintenance: 2,28
Culture: 13/turn (657/5000)
Spy Points: 4 (buildings)
GPP: 12/T (156/300) 12 turns
Buildings: palace,barracks,academy,library,granary,monastery
Defence: 60%
Garrison: archer,archer,warrior

New Girugevan
Pop 6; Food: surplus (13-12) 1; bar 26/32; grow: 6 turns
Health: 9 (2 forest+5 bonuses+2 level)
Unhealth: 6 pop
Happiness: 10 (2 garrison+2 resources+1 building+1 religion+4 level)
Unhapiness: 6 (population)
Yield: (13-12) 1 food; 14 hammers; commerce 17 (5 trade+12 tiles)
Production: catapult (28/50) 2 turns
Science: 11,47 (8,5 commerce+35% buildings)
Gold: 8,50 (commerce)
Maintenance: 4,84
Culture: 8/turn (271/500)
Spy points: ---
GPP: ----
Buildings: monument,monastery,temple,barracks,granary,library
Defence: 40%
Units: 2 archers

fed1943
May 29, 2008, 10:03 AM
Edorai
Pop 7; Food: surplus (15-14) 1; bar 16/34; grow:18 turns
Health:9 (2 forest+5 bonuses+2 level)
Unhealth: 7 (population)
Happiness: 9 (2 garrison+2 resource+1 religion+4 level)
Unhappiness: 7 (3 population)
Yield: (15-14) 1 Food; 14 Hammers; 7 commerce (4 trade+3 tiles)
Production: war elephant (26/60) 3 turns
Science: 3,5 (commerce)
Gold: 3,5 (commerce)
Maintenance: 3,73
Culture: 3/turn (155/500)
Spy points: ---
GPP ----
Buildings: barracks,stable,granary,monument
Defence: 40%
Units: archer,axe

Arkadia
Pop 8; Food: surplus (20-16) 4; bar 17/36; grow 5 turn
Health: 11 (2 fresh water+2 forest+5 bonuses+2 level)
Unhealth: 8 (population)
Happiness: 16 (9 garrison+2 resource+1 religion+4 level)
Unhappiness: 8 ( population)
Yield: (20-16) 4 food; 6 hammers; 18 commerce (6 trade+12 tiles)
Production: market (61/150) 15 turns
Science: 16,65 (9 commerce+85% buildings)
Gold: 9 (commerce)
Maintenance: 3,91
Culture:11/turn (264/500)
Spy points: ----
GPP ---
Buildings: monument,granary,library,academy,monastery
Defence: 40%
Units: archer, 2 horse archer, 2 axe,elephant,catapult,warrior

Kassite
Pop 6 Food: surplus (19-12) 7; bar 18/32; grow 2 turns
Health: 7 (5 bonuses+2 level)
Unhealth: 6 (population)
Happy: 9 (2 garrison+2 resources+1 religion+2 level)
Unhappy: 7 (6 population+1 whip)
Yield: (19-12) 7F; 2H; 11 commerce (4 trade+7 tiles)
Production: war elephant (35/60) 1 turns
Science: 5,5 (commerce)
Gold: 5,5 (commerce)
Maintenance: 6,47
Culture: 2/turn (34/100)
Spy points----
GPP ----
Buildings: monument,granary
Defence: 20%
Units: 2 horse archer

fed1943
May 29, 2008, 10:03 AM
City 6
Pop:2; Food- surplus (6-4) 2; bar 10/24; grow 7 turns
Health:9 (3 forest+4 bonuses+2 level)
Unhealth:2 (population)
Happy:7 (1 garrison+2 resources+4 level)
Unhappy:2 (population)
Yield: (6-4) 2F; 2H; 7 commerce (4 trade+3 tiles)
Production: library (8/90) 41 turns
Science: 3,5 (commerce)
Gold: 3,5 (commerce)
Maintenance: 2,68
Culture: 1/turn (3/10)
Spy points-----
GPP ----
Buildings: monument
Defence----
Units: archer

fed1943
May 29, 2008, 10:05 AM
..................

fed1943
May 29, 2008, 10:05 AM
--------------

Joe Harker
May 29, 2008, 12:28 PM
Thanks fed for setting this up, i will get proposed instructions by the end of tonight.

dutchfire
May 30, 2008, 03:32 AM
You've got a new city to look after!

http://img401.imageshack.us/img401/1831/cyckassitels9.jpg

General comments:
Arete:
Next turn, move a citizen from the cottage to a scientist, to keep growing in 2, and to start generating the next Great Scientist.

New Girugevan:
Granary -> Barracks
Prochon Warband towards Arkadia


Edorai:
Focus on growth until construction

Arkadia:
Keep working the grassland cottages
Cottage the riverside grassland tiles

Kassite:
Workboat (to explore brown area)
Library (to run scientists)

thecommonnate
May 30, 2008, 11:06 PM
With the introduction of Kassite, we will need to add the city management role to Joe Harker or fed1943 as they are the two Masters of Plow and Hammer for their select cities.

dutchfire
Jun 01, 2008, 06:27 AM
I believe they're going to work together on all cities.

fed1943
Jun 01, 2008, 10:27 AM
Updated as Turn 118 - 75AD.

Well, the "picture" shows our kingdom has tools to prevail:
Our capital can,if needed, output 13H with just 5 pop.; can be a good commerce
city; can support 2 specialists; always with the necessary food.
New Giruvegan is a strong production city; even before the discovery of new
techs can output 20H.
Edorai shall also be a good production, but will need windmills to fully develop, as
food is not enough.
Arkadia shall be very good,both on production and commerce; just waits our
brave Warlords to put Barcelona out of the way.
Even Kassite, with pigs and whip, can be a reasonable commercial.

So, please have your say about the "Hammers and Plows" matter.

To our Warlords: Please do not aspect meek builders to guess which and how
many military units are needed to wars and even overall defense. You ask and
we shall make all efforts to place the boys under your command.

My best regards,

dutchfire
Jun 01, 2008, 10:30 AM
To our Warlords: Please do not aspect meek builders to guess which and how
many military units are needed to wars and even overall defense. You ask and
we shall make all efforts to place the boys under your command.

I think for now we don't need any new units, once we've discovered Construction, we should start our military production for real, building war elephants and catapults.

BCLG100
Jun 01, 2008, 03:07 PM
I think we should build some military, mainly archers to act as MP. So, during this war we can still grow.

thecommonnate
Jun 01, 2008, 05:20 PM
I think we can hold off military production for awhile, but not until construction, because by the time we have a siege capable army after construction we may already face a powerful siege capable Spanish force.

So with this, I really think it really would do us no good if we hold off building a offensive/defensive military now, as there wouldn't be much we could do to help the economy in the war before the discovery of construction. I say we should build up units in NG and Arete after their current production is completed.

dutchfire
Jun 02, 2008, 10:20 AM
I think we should build some military, mainly archers to act as MP. So, during this war we can still grow.

We have plenty of happiness right now IMO.

The problem with building new units now is that they'll be old and weak by the time we are declaring war. Elephants are just so much stronger than anything we have right now.

thecommonnate
Jun 02, 2008, 06:05 PM
Thats true too...

BCLG100
Jun 02, 2008, 06:37 PM
We have plenty of happiness right now IMO.

The problem with building new units now is that they'll be old and weak by the time we are declaring war. Elephants are just so much stronger than anything we have right now.

Yeah but we wont in the future, if we have nothing else to build we may as well build some archers.

I disagree with that, it only takes 1 spear to stop a WE, we may as well build a few swords/axes.

thecommonnate
Jun 02, 2008, 09:22 PM
I still agree with BCLG100, even if we will have elephants later, it would still be nice to have archers for happiness in the future and swords/axes for some ground troops to attack spearmen.

dutchfire
Jun 03, 2008, 11:42 AM
Build suggestions for next TC:

Arete: Catapults
New Giruvegan: Finish stable -> War Elephants (work the copper tile)
Edorai: War Elephants
Arkadia: Market
Kassite: whip the granary, build a workboat to explore Incan coasts
City 6: Monument -> workboat. Use the whip here

Troops should go to the Arkadia-Barcelona border, and a small stack (3 axes, 1 catapult?) on the border near Toledo.

Seidrik_The_Gray
Jun 03, 2008, 11:52 AM
I agree with mixing Axemen with WEs and Cats.

I agree with build suggestions.

Will need Daveshack's opinion here on the military elements.

Joe Harker
Jun 03, 2008, 12:20 PM
Build suggestions for next TC:

Arete: Catapults
New Giruvegan: Finish stable -> War Elephants (work the copper tile)
Edorai: War Elephants
Arkadia: Market
Kassite: whip the granary, build a workboat to explore Incan coasts
City 6: Monument -> workboat. Use the whip here

Troops should go to the Arkadia-Barcelona border, and a small stack (3 axes, 1 catapult?) on the border near Toledo.

Sounds good without real knowledge of the cities :)

dutchfire:
Can you get someone else to help run this office until at least the 19th of June, my computer, although back to life, is a bit temperament at the moment and i don't want to risked a crash with files needed for my exams. Thanks :)

Seidrik_The_Gray
Jun 03, 2008, 12:42 PM
Moderator: Could we please have the title of this thread changed to Cities of Aretania? Thank you!

Seidrik_The_Gray
Jun 03, 2008, 12:43 PM
City 6 to the east of Arete also needs to be included now. I like this thread so far, presents the info well and in one place.

fed1943
Jun 07, 2008, 03:59 PM
Updated as turn 138 - 560 AD.
Our cities grew and now are stronger and much more able to do what is needed.
Now they are in a straight war path.
And this looks right, too.
Only Arkadia and City 6 are out of military duties. Arkadia is a great commercial;
and City 6 just begins.
All look good. Just go on with this path,IMO. Just one point to be changed:
City 6 began library; granary will help much more and speeds the city toward
better things. So, it must switch to granary right now.
Best regards,

dutchfire
Jun 08, 2008, 02:06 AM
About City 6, it's facing heavy cultural pressure from Lincoln, that's why I placed a library there. Knowing the culture mechanics, getting your borders to pop earlier is very important.

dutchfire
Jun 22, 2008, 05:35 AM
Please build an archer in Arete (MP), then axes / cats, turn OFF avoid growth there.
Chain irrigate New Giruvegan's Rice, and build cats / axes to help the war.
Edorai should continue building War Elephants.
Keep Archer + Warrior in Arkadia, the other units move out. We should work the mine, since Arkadia is near it's happiness limit, and a market would help there.
Whip the library in City 6 when it grows, then build a workboat, cottage the city.
Hook up iron near Edorai
4 workers currently, get one of them to Arkadia to get a plantation there. 1 to chain irrigate NW and W-W of New Giruvegan, 1 to get a road+mine to the Edorai iron, 1 to cottage city 6.