Cryshe province city summaries and discussion thread

Zwelgje

Deity
Joined
Nov 20, 2001
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Province of Chryshe


Castle Jayne Size: 7 Happy/content/angry: 3/3/1

City resources
Food: 18 (surplus: 2)
Tax/Lux/Sci: 4/5/8
Production: 2 Support: 4
Trade: 17 (corruption: 2)
Routes: -
Units
Supported: riflemen (2), engineers (2)
Present: riflemen
Improvements
Temple

Building: Marketplace (23 turns)


Legendary City Size: 8 Happy/content/angry: 4/4/0

City resources
Food: 16 (surplus: 1)
Tax/Lux/Sci: 4/6/7
Production: 8 Support: 2
Trade: 14 (corruption: 4)
Routes: -
Units
Supported: riflemen (2)
Present: riflemen (2)
Improvements
Temple, Marketplace

Building: caravan (5 turns)


Monk's Towne Size: 6 Happy/content/angry: 3/2/1

City resources
Food: 16 (surplus: 4) grows in 1 turn
Tax/Lux/Sci: 4/4/7
Production: 2 Support: 4
Trade: 15 (corruption: 3)
Routes: -
Units
Supported: riflemen, engineers (2), crusaders
Present: -
Improvements
Temple

Building: caravan (23 turns)


Dellham Size: 7 Happy/content/angry: 3/3/1

City resources
Food: 16 (surplus: 0)
Tax/Lux/Sci: 4/5/8
Production: 3 Support: 4
Trade: 17 (corruption: 5)
Routes: -
Units
Supported: riflemen (3), diplomat (3), engineers
Present: riflemen
Improvements
Temple

Building: caravan (9 turns)


Fort Anarchy Size: 4 Happy/content/angry: 2/2/0

City resources
Food: 8 (surplus: 0)
Tax/Lux/Sci: 1/2/3
Production: 6 Support: 2
Trade: 6 (corruption: 2)
Routes: -
Units
Supported: riflemen (2), diplomat
Present: riflemen
Improvements
-

Building: caravan (2 turns)


Routskilde Size: 5 Happy/content/angry: 2/2/1

City resources
Food: 10 (surplus: 3) grows in 1 turn
Tax/Lux/Sci: 2/2/4
Production: 7 Support: 3
Trade: 8 (corruption: 7)
Routes: -
Units
Supported: riflemen (2), crusaders, diplomat (2)
Present: riflemen, crusaders
Improvements
Temple

Building: caravan (5 turns)


Reneaux Size: 8 Happy/content/angry: 5/3/0

City resources
Food: 20 (surplus: 1)
Tax/Lux/Sci: 5/8/13
Production: 4 Support: 5
Trade: 26 (corruption: 6)
Routes: Elysium (Salt) +5, Elysium (Silk) +5
Units
Supported: riflemen (2), engineers (2), diplomat, knights
Present: crusaders, riflemen (2)
Improvements
Temple

Building: aquaduct (12 turns)


Banana Bay Size: 3 Happy/content/angry: 2/0/1

City resources
Food: 6 (surplus: 4) grows in 6 turns
Tax/Lux/Sci: 1/2/3
Production: 3 Support: 2
Trade: 6 (corruption: 3)
Routes: -
Units
Supported: riflemen, catapult, caravan
Present: riflemen
Improvements
-

Building: caravan (15 turns)


The Udal Size: 2 Happy/content/angry: 1/0/1

City resources
Food: 6 (surplus: 1) grows in 1 turn
Tax/Lux/Sci: 1/1/1
Production: 2 Support: 2
Trade: 3 (corruption: 1)
Routes: -
Units
Supported: trireme, engineers
Present: riflemen
Improvements
-

Building: temple (6 turns)


Hipsheim Size: 2
Happy/content/angry: 1/0/1

City resources
Food: 4 (surplus: 1) grows in 8 turns
Tax/Lux/Sci: 1/1/1
Production: 4 Support: 1
Trade: 3 (corruption: 1)
Routes: -
Units
Supported: knights, caravan
Present: -
Improvements
-

Building: caravan (10 turns)


Cymru Straits Size: 3 Happy/content/angry: 2/0/1

City resources
Food: 6 (surplus: 1)
Tax/Lux/Sci: 1/2/3
Production: 3 Support: 1
Trade: 6 (corruption: 2)
Routes: -
Units
Supported: trireme, caravan
Present: riflemen
Improvements
-

Building: temple (5 turns)


Mulled Mine Size: 2
Happy/content/angry: 1/0/1

City resources
Food: 4 (surplus: 2) grows in 3 turns
Tax/Lux/Sci: 1/1/2
Production: 3 Support: 1
Trade: 4 (corruption: 1)
Routes: -
Units
Supported: trireme, diplomat
Present: riflemen (2), diplomat
Improvements
-

Building: temple (14 turns)


Skara Size: 1 Happy/content/angry: 1/0/0

City resources
Food: 2 (surplus: 1) grows in 3 turns
Tax/Lux/Sci: 1/0/0
Production: 0 Support: 2
Trade: 1 (corruption: 1)
Routes: -
Units
Supported: pikemen (2)
Present: pikemen (2)
Improvements
-

Building: diplomat (30 turns)


Lindow Moss Size: 2 Happy/content/angry: 1/0/1

City resources
Food: 6 (surplus: 0)
Tax/Lux/Sci: 2/1/2
Production: 3 Support: 4
Trade: 5 (corruption: 3)
Routes: Elysium (Gems) +2
Units
Supported: riflemen, crusaders, engineers
Present: riflemen
Improvements
-

Building: temple (2 turns)


Uppsala Size: 7 Happy/content/angry: 3/3/0
Specialist: 1 Elvis

City resources
Food: 14 (surplus: 2)
Tax/Lux/Sci: 2/4/4
Production: 7 Support: 2
Trade: 8 (corruption: 6)
Routes: -
Units
Supported: riflemen, diplomat (2), catapult
Present: diplomat, crusaders, riflemen
Improvements
Temple

Building: caravan (8 turns)


Viborg Size: 4 Happy/content/angry: 2/0/1
Specialist: 1 Elvis

City resources
Food: 8 (surplus: 0)
Tax/Lux/Sci: 1/3/2
Production: 3 Support: 2
Trade: 4 (corruption: 4)
Routes: Elysium (Wool) +2
Units
Supported: Knights, riflemen
Present: knights, catapult, riflemen
Improvements
-

Building: temple (2 turns)


Erikkson Size: 2
Happy/content/angry: 1/0/1

City resources
Food: 4 (surplus: 1)
Tax/Lux/Sci: 1/1/1
Production: 2 Support: 2
Trade: 3 (corruption: 1)
Routes: -
Units
Supported: crusaders, riflemen
Present: caravel, riflemen
Improvements
-

Building: temple (15 turns)


Hladir Size: 6 Happy/content/angry: 2/1/2
Specialist: 1 Elvis

City resources
Food: 12 (surplus: 3)
Tax/Lux/Sci: 1/3/2
Production: 5 Support: 1
Trade: 4 (corruption: 4)
Routes: -
Units
Supported: crusaders
Present: knights (2), catapult, riflemen, crusaders (3), diplomat
Improvements
Granary

Building: temple (4 turns)
 
Legendary City, our SMC is not building military units but a caravan. It's fine with me though as we've taken the path of economic conquest and LC can produce caravans faster than any other city can!

Dellham needs irrigation: food-surplus is 0, 2 engineers are working on Reneaux tiles that shouldn't grow too quickly as it hasn't finished it's aquaduct yet! Move one of the engineers to Dellham.

What next in Fort Anarchy? After the caravan another one? It supplies silk and coal, silk is demanded in India while coal is demanded by RC and Elysium.

Reneaux is in great shape! Has 2 trade routes of +5. :)
All it needs is it's aquaduct to be finished and then grow and make us lots of money.

The temple in The Udal will be needed in one turn to prevent unhappiness, it should be rushed this turn.

Hipsheim needs some improvements on the surrounding tiles, it has great production potential but needs food to grow and mined hills to produce. ;)

Mulled Mine can build anything now but will be fine with a temple. It will grown soon and will need something to kill the unhappiness.

Skara has no production at all for now but will be better off when it grows in 3 turns, still could use some improvement of the land with all the jungle surrounding the city! An engineer is available there.

In general Viking land needs another engineer, the only city able to support an engineer at the moment is Uppsala. Uppsala can build anything now but a caravan is selected at the moment. A silk or silver trade route is fine but I think we should go for an engineer for now. The other engineer on Viking land is busy connecting Viborg to Hladir, much needed to get our troops to our enemies! :D

Hladir owns a granary, do we keep it or will we sell it? The people are quite unhappy but the temple, ready in 4 turns, can solve this problem. Hladir will grow in 3 turns so maybe we'll need another Elvis there for a turn.
 
Thoughts posted by GaryNemo in the 1400AD turn thread:

Reneaux: PRB=40 $14, Aquaduct in 10
PRB $how $much for Aquaducts: Ren?
Dellham: ocean to plains road, Van 24/50 in 7, Irrigate!
Monks Towne: Elvis, Celebrates!
Legendary City: Nees Plains road Irrg ASAP.
Indian Watcher: SEIZE NEW MINE !!!

Banana Bay: switch to Temple?
Udal: ???
Routskilde: Rule of 28, IPRB $4, Van in 4, Silk?
Uppsala: perhaps build an Engineer?
Hladir: serf to Road, Forest, Temple 20/40 in 4
 
Is Indian Watcher part of Cryshe?
Perhaps we need a new map to show what cities belong to what province. Not much to say about Indian Watcher. It has 2 trade routes though which is really nice!
If we seize the mine we won't have any excess food in IW so that's a bit of a problem, let's seize it now, put a diplo on the tile, then switch the worker back to whale to grow and then we can put the new worker on the mine, right?
 
I had nothing better to do, so I made a new map that I thought looked okay, but maybe it goes against any discussion I've missed.
Does the provinces have to be geographical or can cities with similar purpose be organized in a province. If so, we could add indian watcher to Scandinavia, and make Scandinavia a province for "cities in enemy territory". That would also mean we could add Bactra to Scandinavia.
I also added Reneux and Lone Bison to Boreum to decrease the number of cities in Chryshe.

Here it is:

Also, Erikkson is misspelt - it should be Eriksson:)
 
Funxus, it is always a pleasure to view a new picture, and I thank all of you who are so adept at such artistry. It also drew my attention to a terrific new island N of New City, w Green Wheat and 2 Whales.

Civ1, your analysis is very sharp. I am particularly charmed by your case for Uppsala Engineer. Udal, I am not sure. It is near FA, and FA seemed ok at Size=3, so maybe Udal will work with all 3 serfs on Roads and ocean. Similarly Banana Bay is a concern: it can finish a Van and Temple in 28 turns, yet grows beyond Size=4 in 23 turns. Let's build a Mine or two for Hipsheim and choke it, in favor of Fort Anarchy growth.

The Caravel we lost to the Spanish was from Legendary City. LC could rebuild the lost Caravel in 3 turns, highly recommended, to function as the Indian Ferry. Then LC start another Van. LC needs Road & Irrg.
The CS Caravel w Dip Captain is ready to bribe the Indian Catapult for $202, then sail West to bribe some cheap Russian and Greek None units.
The Penguin Caravel is far away from its duty as the Bedfont Ferry, and is needed back at Penguin for a Van pickup in 4 turns.
Our Queen has dispatched the Boreum Ferry with RC Wine for Parargadae - we must replace the Boreum Ferry. Let's recall the valuable None (near New City) for safe duty as the Boreum Ferry.
 
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