Term 5 Expatriate Governor

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
This is the thread for the governor governing the cities formerly under the control of other nations but that decided to join our civilization (as our armies marched in). Here's the thread for term 4, although I don't think anyone cares. It's opening sentence is slightly less creative than this thread's, though.

Governor: TimBentley
Deputy: None, and I'll accept applications, although I doubt anyone will apply

Discussions that are more related to the goals of this office than other discussions:
The War for Saltpeter (includes some discussion regarding which Roman city to capture)
OPERATION Two- Roman City Assimilation
 
Here is Berlin in 1070 AD:
DG7_Berlin_AD1070.JPG

It has 22% corruption. It has a 0% flip chance and requires a garrison of 0.

Here is Besancon in 1070 AD:
DG7_Besancon_AD1070.JPG

It has 24% corruption. It has a 0% flip chance and requires a garrison of 3.

Here are some screenshots of potential future cities:

Roman:
DG7_RomeArea_AD870.JPG


Here is Rome in 560 AD:
DG7_Rome_Invest.jpg


Persian:
DG7_PersepolisArea2.JPG


And here's Persepolis in 70 BC:
DG7_PersepolisEmbassy.JPG


Here is Kyoto in 360 AD:
Kyoto_360_AD.jpg
 
Here are the tentative instructions. I may add more detail regarding workers.

Don't accept flips.

Berlin:
Build queue:
university->trebuchet->trebuchet->trebuchet->bank

Micromanagement:
turn 0: switch to university (29f, +5fpt, 0s, +17spt)
turn 1: switch hill to tobacco (34f, +6fpt, 27s, +21spt after growth)
turn 2: switch new citizen from hill to irrigated grass (0f, +6fpt, 48s, +16spt after growth)
turn 5: finish university, start on trebuchet (18f, +6fpt, 0s, +16spt)
turn 7: treb->treb (30f)
turn 9: treb->treb (0f)
switch new citizen from hill to grass (if the SSE one is available, switch to that)
turn 11: treb->bank
switch irrigated grass to hill (12f, +4fpt, 0s, 21spt)
Worker actions:
mine the forest (will be a plain) that's being chopped
road and forest WSW grass
If workers get merged, mine SW BG
If they have nothing to do, have them go elsewhere to work or merge; they could also improve unworked tiles


Besancon:
Build queue:
temple->worker->courthouse

Micromanagement: (use taxmen if using scientists would be wasteful)
turn 0: turn all citizens to taxmen, rush library
turn 1: turn all citizens to scientists
turn 2: turn all citizens to scientists
turn 3: start courthouse, citizens should work plain wheat, hill (0f, +2fpt, 0s, 6spt)
turn 4: switch both citizens to grass wheats (2f, +6fpt, 5s, 4spt)
turn 7: switch new citizen from hill to plain wheat (0f, +7fpt, 19s, 6spt)
turn 10: new citizen should be working hill (0f, +6fpt, 38s, 8spt)
turn 11: switch hill to furs (6f, +7fpt, 46s, 7spt)
turn 13: switch new citizen from hill to floodplain (0f, +9fpt, 63s, 7spt)
turn 14: golden age ends, switch furs to floodplain (9f, +11fpt, 70s, 5spt after growth)
turn 15: new citizen should be working hill (0f, +10fpt, 75s, 5spt)
turn 16: courthouse->cathedral (10f, +10fpt, 0s, 5spt)

Worker actions:
mine everything (particularly plains, mountain), don't mine furs

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Here are the posted instructions. I may request a cathedral rush in Besancon next turn chat.

Don't accept flips.

Berlin:
Build queue:
university->trebuchet->trebuchet->trebuchet->bank

Micromanagement:
turn 0: (18f, 6fpt, 97s, 17spt)
turn 1: university->treb (24f, 0s)
turn 3: treb->treb (36f, 0s)
turn 4: switch new citizen from hill to mined grass (0f, 21s)
turn 5: treb->treb (6f, 0s)
turn 7: treb->bank (18f, 4fpt, 0s, 21spt)
turn 8: merged citizen should be working hill (22f, 3fpt, 21s, 23spt after WLTKD ends)
turn 9: switch hill to irrigated grass (25f, 5fpt, 44s, 9spt after golden age ends)
turn 12: switch irrigated grass to mined plain (0f, 2fpt, 76s, 16spt)
turn 13: switch irrigated plain to mined plain (2f, 92s, 17spt)
Should the SSE irrigated grass become available, you can alter the micromanagement accordingly

Worker actions:
turn 2: slave, 2 natives move to WSW grass
turn 3: slave, native1 road
native2 plants forest
turn 5: slave, native1 plant forest
turn 8: native1 merges
slave, native2 move to 2SW grass
turn 9: slave, native road
turn 11: slave, native forest
If there are any other workers beyond those three, they could start roading and foresting the 2SW grass earlier, and mine and road the remaining unimproved tiles (although they'd be more useful at Besancon)


Besancon:
Build queue:
courthouse->cathedral

Micromanagement:
turn 0: switch hill to grass wheat (8f, 7fpt, 30s, 6spt)
turn 2: switch hill, plain wheat to floodplain (0f, 10fpt, 44s, 4spt)
turn 4: switch new citizen from hill to grass wheat (0f, 11fpt, 54s, 6spt)
turn 6: switch floodplains to fur, mined plain (0f, 5fpt, 68s, 12spt)
turn 7: courthouse->cathedral
switch mined plain to floodplain (5f, +8fpt, 0s, 12spt)
turn 9: switch floodplain to irrigated plain (0f, 4fpt, 26s, 11spt after golden age ends)

Worker actions:
mine everything (particularly SE grass, 2NW and WNW plains, mountain), leave irrigated plains irrigated for now
If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Here are the posted instructions:

Don't accept flips. Rome will be the city to capture.

It is likely the Roman war will screw up the micromanagement and workers. Make sure the workers are safe and change the micromanagement as needed.

Berlin:
Build queue:
bank->barracks->knights

Micromanagement:
turn 0: (30f, 5fpt, 57s, 12spt)
turn 2: new citizen should be working hill
switch N mined grass to mined plain, switch tobacco to mined plain (0f, 2fpt, 83s, 16spt)
turn 4: switch mined plain to tobacco (4f, 3fpt, 115s, 15spt)
turn 7: bank->barracks
switch mined plain to N mined grass (13f, 4fpt, 0s, 14spt)
turn 9: barracks->knight
switch N mined grass to mined plain, switch tobacco to mined plain, switch irrigated grass to forest (17f, 0fpt, 0s, 17spt)
turn 10: switch mined plain to tobacco (17f, 0fpt, 17s, 17spt after workers finish)
turn 11: switch tobacco to mined plain (17f, -1fpt, 34s, 18spt)

Worker actions:
turn 1: workers forest
turn 7: workers mine SW bonus grassland
turn 11: workers mine NNW plain


Besancon:
Build queue:
cathedral->marketplace->university

Micromanagement:
turn 0: switch to colosseum, rush it, switch back to cathedral
switch irrigated grass to floodplain (0f, 7fpt, 120s, 10spt)
turn 4: cathedral->market
switch SSE mined plain to mountain (28f, 6fpt, 0s, 11spt)
turn 6: switch new citizen from mined plain to SE grass (0f, 5fpt, 23s, 12spt)
turn 9: switch floodplain to mined plain (15f, 3fpt, 59s, 14spt)
turn 11: switch SE grass to floodplain (21f, 5fpt, 87s, 13spt)
turn 12: market->university

Worker actions:
Once again, keeping the workers safe is most important. If you only are able to safely improve two tiles, improving the mountain and SE grass would be fine.
turn 0: 4 natives, slave road
1 native, 6 slaves mine
turn 2: 2 natives mine
1 native, 1 slave move to WNW plain
1 native mines SE grass
turn 3: native, slave road
turn 4: 3 natives, 2 slaves mine SE grass
1 native, 4 slaves mine SW plain
turn 5: 3 natives on SE grass mine SW plain
2 natives and the 4 slaves on SW plain mine WNW plain
2 slaves mine N plain
turn 6: 5 natives, 2 slaves mine fur
2 slaves mine N plain
turn 7: 3 natives mine N plain
If the Romans have managed to allow us to finish the work, or if it isn't safe to do the work, do whatever you want with them.

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Here are the posted instructions. They assume we're trading for saltpeter.

Don't accept flips. Rome will be the city to capture

Berlin:
Build queue:
barracks->cavalries

Micromanagement:
turn 0: switch N mined grass to SSE irrigated grass (32f, 5fpt, 28s, 13spt)
turn 1: barracks->cavalry
Get it to at least 16spt, maximize income and keep the food box full
Once the NNW plain and SW bonus grassland are mined, and the SSE grass is forested, get it to 20spt once a new cavalry is being produced

Worker actions:
Above all, make sure the workers are safe.
Finish mining the NNW plain; mine the SW bonus grass; forest the SSE grass.
Also eventually mine (or forest if you think it'll be needed to deal with Roman units stepping on worked tiles while keeping 20spt) the ESE and 2SW grassland.


Besancon:
Build queue:
cathedral->marketplace->university

Micromanagement:
Note: should we lose war happiness from Japan, or get war weariness or lose a luxury (I think if the market is built it shouldn't be a problem), change micromanagement based on increased waste
turn 0: switch mountain, SSE mined plain to floodplain(12f, 11fpt, 144s, 8spt)
turn 2: cathedral->market (34f, 6fpt, 0s, 14spt after growth)
switch irrigated grass, floodplain to 2SW, SSE mined plains
turn 3: The people love you! (or is it the priest or Michelangelo? or perhaps me?)
new citizen is working mountain (0f, 4fpt, 14s, 15spt)
turn 5: switch irrigated plain to floodplain (8f, 6fpt, 44s, 14spt)
turn 8: market->university (26f, 6fpt, 0s, 14spt)
turn 9: switch mountain to irrigated plain (32f, 8fpt, 14s, 15spt after growth)
turn 10: new citizen should be working mountain (0f, 6fpt, 29s, 15spt)
turn 11: switch mountain to mined plain (6f, 7fpt, 44s, 14spt)
turn 15: university done (34f, 7fpt, 0s, 14spt)

Worker actions:
Above all, make sure the workers are safe.
wake those workers mining an unusable plain 3NW of Berlin (also I would rather prioritize finishing the work at Besancon over roading random unusable tiles)
mine the plains and grassland
Change the micromanagement as needed to deal with mined tiles (remember that the workers finish their work at the end of the turn before shield production)

If micromanagement does not work as planned or worker cannot work where allocated (either would probably be Rome's fault), the DP can alter as needed.
 
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