Term 6- Govenor of Boaring Wallow

Fetch

When in doubt, reboot.
Joined
Jan 26, 2006
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Statesboro, GA
Hello, and welcome to the thread. I'm Fetch, acting as the Govenor of our glorious capital Boaring Wallow. Here you will find some thoughts about the city and our Civ. With some skill, Boaring Wallow will turn into a mighty capital indeed.
 
I've been a little slow in getting this thread started. My apoligies. I've jumped into this govenorship halfway through the game, but we can make it work! Here are some of my general thougths about Boaring Wallow...

BW is the capital and is blessed with excellent resources, thanks to the wonderful map script. Take a look:

bwresources9gj.jpg


Um, well, pigs are good too. Everbody likes pigs. Geez.

Anyway, we're light on the resources in the fat cross, but there are wheat tiles nearby, which are all in our cultural borders. Note to self: get that other wheat tile hooked up for the +1 :health:.

I see BW as a commerce/science city. We're nto financial, so commerce will be harder to turn into gold than if we were Washington or Cathy, but BW is going to lead the way.
 
hooking up another wheat tile won't give us +1 :health:, we can only trade it (which is good too!)
 
Here is a list of the current buildings:
-Palace: +1:), +8:commerce:, +2:culture:
-Barracks: +4 XP
-Library: +2 Scientists*, +25%:research:, +4:culture:
-Academy: +50%:research:, +4:culture:
-Theater: +3:culture:, (+1:) if we had dye)

*BW is a science/commerce city, so +2 scientists are noted here.


Buildings in the build queue:
-Market: +25%:commerce: (+1:) for: fur, ivory, silk, whale, which we have none of)
-Forge: +25%:hammers: (+1:yuck:)
 
Guv Fetch, you seemed to not understand the option (of Robboo in the Further Expansion? thread) of reducing food production in BW instead of whipping. Sorry if you have it sorted, or if I am overstepping the mark, but take a look at the cartography office here and take a look at BW's city screenshot. Actually, this shot might be a litle outdated, but the idea is th same.

BW is producing 20 food, and only eating 18. So if you want to slow its growth, make it produce 19, or to stop it, 18. Of course anything less would starve it (which may be an option for unhappiness). If you wanted to pump out production, you could put all citizens on mines and forests, increasing hammers from 8 to 12. However, commerce and food would suffer, and while food wouldn't matter, the commerce would, as BW is holding up the economy at the moment - so you want to try to keep working the cottages. Here's an option:

Move the worker from the pigs to a forest, and move one scientist to a forest.

This would give you a neutral food situation and 2 extra hammers for the market or granary, or whatever you want to build. There are other options, but you are in a tougher position in the capital. Anyway, hope it helps (if you needed it). Keep up the good work.

EDIT: :hammer2: I just noticed that it's a very poor example (it's late), you'd work the plains hill forest and plains forest for more hammers (this would also change the food intake), but you get the picture.
 
The problem I see comes from the fact that most of the $ comes from the cottaged flood plains, which also product a lot of food. But, I believe it will work out.
 
Keep working the cottages, but you don't have to work the pigs (which give you 6 Food and nothing else). Switching from the pigs to the forrest hill will reduce 6 food and add 3 hammers to your production.

Here is my suggestion for what to work right now:

You can increase population one more (to 10) and still be ok. After it grows in 18 turns, you change the extra pop to a scientist and then you only have to rid yourself of one food, iirc.

The other thing to remember is that if you do grow to 11 and have one unhappy citizen, as soon as you get a happiness you have another citizen right away.

These are just my ideas for Boaring Wallow. You do not have to follow them. I just wanted to give you another idea.
 
georgeOP- this is good thinking. I hope my interim govenor reads this.
 
George, I absolutely agree and have listed those tiles in my instructions as such.

If the settling poll passes, then I will finish the settler before starting the market. If the citizens vote to hold on settling, I will start the market immediately.
 
A post-TC update while Fetch is gone:

I followed George's recommendations for the citizens, and I started a market (ahead of the settler in the queue), since we voted to not settle a city yet.
The market is now due in 12 turns, and BW will pop in 9 turns. When it pops I will set the next citizen as a scientist, as recommended. I'm not sure what to build after the market. Suggestions are welcome. ;) Maybe an aqueduct so we can follow with a forge?
 
aqua then forge soounds good, but are we preparing BW as a specialized city. If so eh forge may be a hinderance if we are trying to make it a high population GP farm or commerce center. IF we are makign this city into a producing center..then a froge is a must..however there are better choices for production cities.( city with gems..I keep forgetting the name.)

We need direct in the way we want to specialize before we build certain thigns like forges.
 
I think the consensus is to make BW a high science city - it already has an academy. An aqueduct will help with that anyway, but I think the forge gives a little production boost that is helpful for building science buildings and wonders, esp. Oxford University.
 
We need to figure out if the loss of one potentional citizen/specialist is worth it. In addition to losing time to build other science related buildings. Selected chops could help out on Oxford University.
 
Everyone, I am back from my trip. Much thanks to Sigma who took over govenorship of BW while I was gone. Sigma, I have looked over the TC threads and am very pleased with the good work you've done. Thank you for helping me.
 
Governor Fetch, this screenshot from the Cartography Offices shows that there currently is one citizen in your city doing absolutely nothing. Are you going to do something about that?
 
Good eye, dutchfire. It looks to me like sigma (my interim govenor for the past 2 TCs) ordered a 2nd scientist to be hired in the last TC. I think the citizen got taken off a tile (and put on citizen duty), but not assigned to be a science specalist. I will address this immediately in the next TC. Anyone know when that is?
 
Thursday, I believe, but the thread isn't there yet.
 
As of 1196AD, BW has a popluation of 9 with:
* 11 :health: - 10 :yuck:
* 10 :) - 9 :mad:

We have to save 17 more :food: to grow another population point.

A forge is under construction, which would be +1 :yuck:. From a health standpoint, we cannot grow another population and build a forge, without becomming sick.

Solution: instead of an aqueduct (+2 :health:) which costs 150 :hammers:, I plan to build a granary (+1 health from corn, rice, wheat). We have corn and wheat in BW. Thus, we would get +2 :health: at a cost of just 90 :hammers:, and would allow us to grow faster in the future, when we can get things like incense hooked up (or some religion!), raising the :mad: limit.

Thoughts?
 
A market is under construction right?
 
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