Since we're pretty much going to be on the warpath, here's a plan I've written up (more like stats) of how our cities should be sorted out. It's preliminary, and does focus more on offense (although, remember that knights and pikes both have a defense of 3). This is based on potential spt output of all cities. Some cities will require forest tiles to be added. Others will require forest/jungle to be cleared (as is the case with a possible worker factory). You will notice that our potential for military cities is very high, thanks to the location of Groton. Other cities will force poorly placed cities down in the list (i.e., Grand Bricolage is one such city). If we don't plan on invading Egypt and Greece anytime soon, then the galley cities could become Pike cities.
Code:
Plan 2 - Military Cities
Rank 1: Knight Cities - 9 Potential Cities (Hoping for 10)
[b]Palace Rank[/b]
Deux Rivieres (Every 3 Turns)
Vandelay (Every 4 Turns)
St. Octaviansburg (Every 4 Turns)
Cijam (Every 4 Turns)
Santa Lucia (Every 4 Turns??) (Work in Progress))
[b]FP Rank[/b]
Groton (Every 3 Turns)
Sanction (Work in Progress)
Bootsville (Every 3 Turns)
Montpellier (Every 3 Turns)
[b]Rank 2: Pike Cities[/b] 2 Cities
Ooligaria (Every 2 Turns)
Vo Mimbre (Every 3 Turns)
[b]Rank 3: Galley Cities[/b] 2 Cities
New Falcon's Haven (Every 3 Turns - May become a Cat. city with enough galleys)
Huntington (Every 3 Turns - May become a pike city with enough galleys)
[b]Rank 4: Catapult Cities[/b] 2 Cities
Cabaret Voltaire (Every 3 Turns)
Raven's Flight (Every 4 Turns) - Needs 2 forest tiles.
[b]Rank 5: Major Works in Progress[/b] (5 Cities)
Vandopolis (Needs jungle clearing) - Possible Pike City
Mr. Roger's Neighborhood (50% corrupt) - Possible Pike or Catapult city.
Mure (40% corrupt) - Potential Pike or Knight City (needs MAJOR work though for a knight city)
Ville de Buisson - Potential Pike or Catapult City
Anarchyisgodville - Potential Catapult City
[b]Rank 6: Worker Cities[/b] 1 City (1 future city)
Liebling - May be religated to a "Habor Filler City" for commerce. Possible Catapult city. It can also be a [b]woker factory[/b] with a granary, and if the interior forest (3 of them) are irragated. It needs to be enough food and production to give workers every turn or so. That's 5fpt, and the 5spt it has (it'll work at size 5).
Buto - Once this city is calmed down, and has a granary, it can produce tons of workers.
[b]Rank 7: Filler Cities[/b] (5 Cities)
Acheron **CORRUPT**
Finklewink **CORRUPT**
Almaren **CORRUPT**
Internal **DESERTS**
Grand Bricolage **DESERTS**
If I can get a 10th, 3 knight per turn city, then our knight output will be astounding.
(first number is the 3 turns cities, 2nd is from the 4 turns cities)
Turn 10: 15 -->> 8 :: 23 knights
Turn 12: 5 -->> 4 :: 9 knights
total: 31 knights per 12 turns!!
62 knights in 24 turns!!
93 knights in 36 turns!!
124 knights in 48 turns!! :eek: (We should have cavs by that time)