Term 2_ Election for the Governor of Boaring Wallow

the next governor will be.....

  • CivGeneral

    Votes: 12 24.0%
  • Tubby Rower

    Votes: 37 74.0%
  • Abstain

    Votes: 1 2.0%

  • Total voters
    50
  • Poll closed .

RoboPig

Deity
Joined
Aug 7, 2004
Messages
2,640
pick a governor for boaring wallow, the jewel of our empire:
Tubby Rower
CivGeneral
 
Economy is fuel for the war machine, and Tubby's economy answer got my vote.

Tub-by Power!!! (ok, bad pun)
 
Edit: again very sorry. Missed that
 
I encurage all citizens to vote for CivGeneral for Governor.
 
Supporting CivGeneral on this one, he's one of the most efficient and experienced in the game.
 
BCLG100 said:
either of them going to post their platforms in here?
Mines can be found in the nominations thread but ill repost them here anyway ;).

I have been playing Civ4 for a while now and I have certanly gotten the hang of city management. As Governor of Boaring Wallo, I will micromanage the city to ensure that it provides production for our military and improvements as well as maintaining food reserves in the city.

The build queues I plan to utalize will consist of building improvements and will add in any military units the military department requests to have. I will also alternate from building city improvements and military units to ensure a healthy ballance of improvements as well as military units. Right now, the City has a warrior to be compleated within 16 turns. I plan, after the warrior is compleated, is to build a barrack so that any additional land units are produced, that they recive four extra experiance points and will lead us to build the heroic epic later in the future. I will of course micromanage so that there would be more production so that the barrack is compleated faster by using the surrounding forest (No, I dont plan to chop them down, I plan to have our citizens work there). Once a Barrack is done, I do wish to build a settler to help in expanding our empire as well as produce warriors to export to other cities.

My current platform at the moment is to ensure that we build a pasture on the pigs and connect them to our road network. On the topic of terrain improvements, I will preserve our forests since they are a good resource for production before we start mining any hills or building workshops.

I have experiance from previous demogames (Civ3) and do have a basic grasp on the governorship from arranging build queues and micromanaging cities. After playing Civ4 for a while, I have a better grasp in micromanagement.
 
I wasn't going to post anything here because there was already a debate in the nomination thread. ... but here are my quotes from there

Am I wrong in assuming that whomever is elected here will be in charge of the first 3 cities?

Also in order to answer your questions Chieftess I need an estimate of how many turns we'll be playing during this term. We've had 3 turnsets in about 10 days. Is that normal spacing? could I assume that 80-100 turns will take place in term 2 (Feb)?

settler mod said:
1 - What kind of improvements?
barracks most definately but not until a settler is out.
library
no forge... that'll come much later
no harbor either :p

settler mod said:
2 - So, let's say we have the Heroic Epic in our capital. (should we get there that far) Will you build another National Wonder in that city? If so, what wonder?
There will not be two wonders built during this next term. It would hurt expansion, military, and infrastructure

settler mod said:
3 - You're gonna build a barracks BEFORE a settler?
Heck no.

settler mod said:
4 - Hypothetical situation. Suppose we're building a wonder (with other wonders available), and we know that the AI is also building that wonder, or could be building it, and might be finished before us. We have the slavery civic. What will you do, if possible, to speed up turns?
maybe chop a forest or two (but leaving at least 2 forests - I've found that they are beneficial for more than chopping). Pop rushing isn't that bad, and can be quickly made back up with the pigs and farmed land. While not efficient, it would be better in my eyes to get the wonder than just grab the money at the end of production and not have anything but gold as your compensation for losing the wonder. While the chunk of change is nice for maxing out reserach for longer periods of time, the same effect can be had by building the correct improvements for the cities and improving the land correctly.

How many settlers? What's your goal for a good number? Also, how will you deal with the ensuing economic crisis that will ensue with too many undeveloped cities at once?
Depending on how many turns we play, I'd have to say that 4 settlers would be a more appropriate number. Expansion too fast will kill you literally. Infrastructure WILL need to be built. With out it you will have horrendous research. Also without proper military coverage you will be inviting Ghengis to walk on into you streets

CivGeneral said:
For an economic crisis. I would reassign the workers to work on tiles that has a higher gold yeild and have any workers in the area to produce cottages. If we have encountered any seafaring techs, build harbors to recive a 50% bonus from trade routes in cities that are on the coast and build markets in other cities (as well as promoting citizens into merchants).
Cottages should be built right off of the bat. The more that they are worked the better that they become. Even if someone else wins this election, PLEASE build cottages. the Flood plains will automatically give an extra food and gold than the standard 2 food per pop. Cottages there will be powerful for later in our term and moving forward.
 
Not only does Tubby Rower make more sense, but he has a cooler name.
 
As official Censor of the Citiziens Assembly, I declare this poll valid and Declare Tubby Rower the Term 2 Gov'na of Boaring Wallow
 
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