Term 4: Capitoline Province - Leading the way!

Noshuret: Wall Street (2), musket (3), colosseum (6)
Xak Tsaroth: cathedral (2), bank (16)
Gorina: palace (27) please switch to ToE when we get scientific method!
Gorina: Please move a laborer from the railroaded irrigated grassland to a mined hill.
--->Please railroad the hills around Gorina - this will allow us to get ToE faster. :).
Ingolemondor: university (17)
Neapolis: cathedral (11), barracks (3)
Penguinadua: bank (5), worker (1), colosseum (8)
Penguinadua: Please railroad the irrigated plains so this city can grow again!
Nur Gisnod: cathedral (6), bank (13)
---> Please irrigate some of the grasslands around Nur Gisnod. There is also an unimproved hill that needs a mine. Railroading the area would be nice, too!
Tyvek: university (2), barracks (1), bank (8)
Slice of Bacon: granary (1), temple (30)
Nafstac: market (10), courthouse (12)
Nafstac: Please move a laborer from a coast tile to one of the hill tiles.
 
I'm glad to see we have a responsible governor in this province. Good luck, donsig.
 
Originally posted by Bacon King
Deputy Governer, reporting in!

Would you please research who our mayors are? If possible, I'd like you to also try recruiting mayors for those cities in our province that do not have one. :)
 
I have posted the build queues in the game play instruction thread.

Major changes include switching Gorina to a palace prebuild for a wonder (Smiths?). This was done according to this discussion.

I have also queued up one settler in Noshuret because I think there are still a couple sites that domestic wants settled.

Beyond that I have tried to plan for the growth of our cities by queueing up aqueducts where needed. I have also given science buildings priority unless a city desperately needs happiness improvements.

Noshuret will soon be able to comfortable produce military units.

I invite citizens to comment on these queues and the plans I indicated.
 
There has got to be a better place to build that settler than the capital.
 
As far as I can tell, these are our mayors.

Noshuret- Almightyjosh
Gorina- VACANT
Penguinadua- Peri
Nur Gisnod- VACANT
Xak Tsaroth- Rik Meleet
Tyvek- VACANT
Neopolis- VACANT
Ingolemondor- VACANT
Nafstac- Stuck_as_a_Mac
Slice of Bacon- VACANT
 
Originally posted by eyrei
There has got to be a better place to build that settler than the capital.

All the other cities in Capitoline are building infrastructure (except Gorina, which is working on a wonder). I've heard no word from the other provinces about settler building and once Noshuret's bank is complete it has no pressing needs. It has also reached a size where it is using unimproved tiles. I have asked for a worker to be sent to the capital to correct this. It seemed a settler at this time wouldn't be so bad for the city. Noshuret could start recruiting musketmen or knights straight away after the bank is complete. Anyone else have an opinion on this?
 
I would really like to steer away from a settler as well, donsig. Here is my reasoning:

1. Producing a Settler would reduce Noshuret to Size 9, and would take away at least 1 shield no matter what. We would also lose at least 3 commerce, which may not be the best way to usher in our new Bank. Losing the shield would drop our potential Knight production from 5 to 6 turns.

2. We have Size 6 coastal cities that are just starting their Aqueducts, some of which won't be finished for 25-29 turns. I believe our nation would be better served producing Settlers and Workers from these cities instead of our most productive ones.

Please let me know what you think.
 
My thinking is that since Noshuret is already using a tile that is unimproved and there are no workers in the vicinity, the loss from building a settler here is minimal. As for building a settler in a city where it takes over 20 turns to make an aqueduct, my reasoning is: why delay the aqueduct and that city's growth even more by making a settler there? Noshuret can rebound much quicker and hopefully when it is back to it's current size there will be improved tiles for all laborers to use. Losing 3 commerce for a few turns is not that big a loss. We also have no pressing need for knights so making them in 6 turns instead of 5 seems like no big deal.

I have posted a poll on this question and if the citizens do not want a settler from Noshuret then there will be no settler from Noshuret. :)

The poll is here.
 
Governor donsig,

Thank you for polling the citizenry in regards to Noshuret's settler. I believe we are taking the proper course of action in our capital city. :)

I am sure that you are working on build queues and laborer allocations as we speak, but I just wanted to let you know of a few things that I noticed.

1. In Gorina, we can cut the completion of Smithsco from 11 turns to 10 by moving a laborer from any irrigated grassland to the roaded mined grassland SW of the city.

2. In Tyvek, please move a laborer from the unworked grassland to the irrigated grassland.

Thanks for your time.
 
Gvernor donsig,

I wasn't sure if anybody was aware, but Gorina can shave 1 turn off of Smith's by moving a laborer from a plains square to the mined grassland.
 
Noshuret: knight (4), knight (5), knight (5)
Gorina: Smith's Trading Company (10), university (10)
Please move a laborer from an irrigated grassland to the mined grassland so Smith's will be done in ten turns (this game play session)!
If we lose Smith's please switch to any other available wonder or back to the palace if none are available.
Ingolemondor: aqueduct (12)
Neapolis: university (12), cathedral (18)
---> Please irrigate remaining plains tile.
Penguinadua: university (9), market (12)
Please move the laborer from the unimproved grassland to the mined saltpeter hill.
---> Please mine the unimproved grassland.
Xak Tsaroth: university (14), cathedral (18)
Please move the laborer from the forest to the irrigated plains tile.
---> Please irrigate the remaining plains tile.
Nur Gisnod: granary (8), university (29)
---> Please mine the unimproved grasslands.
Slice of Bacon: harbor (2), aqueduct (25)
---> When the harbor is complete please move the laborer from the unimproved hill to a coast tile for growth.
Tyvek: cathedral (27)
Please move the labaorer from the unimproved grassland to the irrigated grassland.
---> Please continue roading and irrigating the grasslands NW of the Tyvek Mountains.
---> Please mine the hill NE of Tyvek and the gold hill as well.
Nafstac: aqueduct (8), couthouse (20)
---> When the aqueduct is complete please move the laborer from the mountain to a coast tile.
---> Please road and mine the unimproved grasslands.
 
I didn't even know I was Tyvek mayor until a couple of days ago, and I've held the position for a month and a half! :crazyeye: Anyway, I will resign as mayor of Tyvek as I am also mayor of Skunkworks, and haven't done a thing as mayor in that city. The new mayor, once appointed, should start a city thread as I haven't done so.
 
Please see this analysis of the aqueduct rush in Nafstac. We can reach the growth point in the same number of turns by letting the aqueduct complete. We'll only get one extra gpt after corruption by moving a laborer to the coast tile. I'm still open to being convinced there is enough benefit from the rush, but don't see it on the surface.
 
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