ales_
Heir
I wonder how my name would sound. Al-Ales?
Council of 1078 AD said:Domestic Policies:
Dar Misr al-Janoubi:
Abu Simbel:
Population priorities from top to bottom:
3 pops working flood plains cottages
2 pops will be priest specialists
1 pop will be a spy specialist, and switch to western mine when it is up and running.
No growth/decay policies for the city, remain at 6 until improvements can bring in more food.
Build Theatre > Monastery (Not whipped)
Al-Uqsur:
Population priority:
1N>2N1W>1W>1N1W>1N1E>2S1E>1S1E
Maintain population; do not grow city.
Alternately train between Trabuchets and Camel archers.
Worker:
Complete cottage where it was previously indicated. THEN, go to construct mine 1N2W of Abu Simbel. THEN, build a road.
Troops:
Do not touch garrisons.
1 Camel archer in home province to guard the worker as he builds improvements.
Move the swordsmen army from Iraq back to home province.
Dar al-Zanj:
Build Harbour -> Pikeman -> Barracks. Whip when able.
Workers must go build silver mine, accompanied by axeman. (They will be able to go once Zanzibar's borders pop, by the way. That is what I'm waiting for).
Camel archer travelling to Zanzibar remains on its course.
Dar Ash-Sham:
In terms of working tiles, food>production>Commerce.
As-Sur:
Change to work unimproved dye instead of the unimproved hill. All other populations remain as they are.
Work wine if improved and pop grows. If not, then work available mines.
As-Sur is allowed to grow.
If As-Sur grows, specialist priority is Scientists>Merchants>Engineers>Priests.
If it shrinks, highest priority goes to wheat, farm and flood plains cottage.
Build: Market -> Harbour -> Pikeman (Until end of term).
NO WHIPPING, unless absolutely necessary.
Al-Quds:
Work current tiles.
City allowed to grow.
IF it grows, THEN coast>cottages>Scientists>Merchants>Engineers>Priests.
Fish and coast tile has higher priority, in case city shrinks.
Build: Catapult -> Islamic Monastery -> Axeman -> Crossbowman -> Catapults (End of term)
NO WHIPPING, unless absolutely necessary.
Workers:
Finish copper mine and road (If needed to hook up resource).
After, make workers build in this order:
Wheat farm>Dye>Winery>Roads (Anywhere).
Military:
Garrisons remain.
Galley goes to Al-Quds.
Units constructed during this term gifted to the Caliph (Correct me if I'm wrong).
Dar al-Anadol:
Build order:
Catapult>Barracks>Trebuchet>Islamic Mosque.
WHEN Anqarah grows 1, THEN work tile 1W of city.
Other than that, maintain everything else that was contained in the policy of 1066 A.D, which means:
Workers build farms along the river where possible, windmills on non-resource tiles that do not already have mines.
Appropriate improvement in resource tiles
Work tile 1SW of Anqarah.
Work tile 1E of Anqarah
Dar al-Iraq:
Workers:
Develop farms where possible, cottage any floodplain, mine any hill.
Military:
ALL Iraqi soldiers return to home province.
Babil:
Gets two plain tiles belonging to Ninawa.
ONLY 2 specialists are permissible, and ONLY priest/engineer.
Build order: Camel archer => Spy => Aqueduct (whip when ready) => Camel archer => Catapult => Catapult => Trebuchet
Ninawa:
Build order: Camel archer => Spy => Islamic monastery => Camel archer => Treb => Treb => Catapult .
Keep working same tiles as before.
Dar al-Arab:
Sana'a:
Build Lighthouse (Whip)-> Research
Work coast tile 1S, Pasture tile 2N, and mine 1N1E. When lighthouse complete, work another coast tile.
No specialists.
Makkah:
Build forge (Whip) -> Worker (Don't Whip) -> Lighthouse (Whip).
Work Fish tiles>Pasture tiles>Hilled Forest>Coast.
No Specialist.
Worker:
When worker is complete, improve the incense near Makkah and Sana'a.
Military:
Move Axeman from Iraq back to home province, to serve as garrison for Sana'a (Seeing that Sana'a has no garrison).
Dar Misr ash-Shamali:
Iskandariya:
Build order: Forge (Whip) -> Camel Archer (Don't Whip, belongs to province) -> Then Worker -> Market (Whip) -> Walls (Don't whip) -> Crossbow (No Whip) -> Camel Archers (No whip)
Population priority:
Wheat farm>fish>quarry>dye plantation>desert plantation (When completed by worker)>2 plains forests>1 engineer>2 scientists>all coastal tiles.
Built worker improves the recently destroyed plantation.
Tell-Hisn:
Works:
2 flood plains cottages, desert mine 2N, coastal tiles, engineer specialist.
Build order: Madrassah (Whip) -> Lighthouse (No whip) -> Courthouse (No Whip).
Military:
Return 2 pikemen from Iraq back to home province.
Trade 1 pikeman to Dar al-Zanj for their axeman stationed in Iraq.
If trade accepted, move axemen stationed in Iraq back to home province.
Declarations of war:
War on Constantinople:
Purpose: To take city.
War on Seljuks:
Purpose: To take Isfahan.
Requests/Gifts:
Dar Misr al-Janoubi requests Dar Misr ash-Shamali to return his 2 pikemen in Iraq back to Egypt for defence.
Dar Misr al-Janoubi requests Dar Misr ash-Shamali to trade 1 of his Pikeman to Dar al-Zanj for their axeman in Egypt.
Dar al-Iraq seeks to combine armies with Dar ash-Sham for war against the Seljuks, if it passes.
Don't forget to move the worker Imp. Knoedal gave me, this time Sanquiv!
Oooooooh, that worker, right... Well that was before the Seljuks plundered my lands, and now I want to repair my own improvements first, so tough luck there.