Shaitan
der Besucher
This plan is inspired by Donovan Zoi's Size 12 Plan. It involves quickly bringing up our most productive cities to certain effective shield per turn levels by improving terrain and adding workers to the cities. An info poll on the rough plan has overwhelming support. In this thread I will explain it in better detail and we can discuss the best implementation.
Object: Grow cities to effective shield per turn (spt) levels where they can pump out needed units in 1 or 2 turns. Effective means actual production after shield loss due to corruption. If a city puts out 55 shields per turn but has 6 lost to corruption, its effective spt is 49. Let's look at the levels of production required for our 3 current unit builds:
So the effective spt needed for our units are:
Any shields between 51 and 79 are useless as it would still build any unit in 2 turns and no unit in 1 turn. Similarly, shields between any of the levels don't matter either. 90 has the same effect as 95 or 99. Shields over 100 are also useless as you can't get better production than 1 unit per turn and 100 covers it for all units. Shields under 40 don't matter as they don't meet the objective of producing a unit in 1 or 2 turns.
The Plan
Step 1: Governors for each province identify which cities can get to these spt levels. For each of these cities we need to identify the level goal, what improvements are needed and how much population addition is needed. We'll also need to consider cities that share tiles as only one city can use a tile at a time.
Step 2: These cities will then be ranked according to our priorities. Current priority order is panzer, infantry, artillery. This makes the city priority based on maximum effective spt: 100, 50, 90, 45, 80, 40.
Step 3: Do the improvements needed for the first city. As the benefit is not reached without the target spt there should be no adding workers to these cities until the necessary improvements are there. Worker gangs need to be used with all available workers targetting each city in turn.
Step 4: Once the improvements are completed on a city, workers are added to the city to bring it to its target size. Note that target size is not 20 in most cases. Target city size is just to fill the tiles required to get to the shield production level targetted for that city.
Step 5: Repeat #3 and #4 for the next ranked city.
Special considerations
Where needed we may need to rush aqueducts and/or hospitals. These should be built out wherever possible before tile improvements for the city are completed so a rush won't be necessary. Marketplaces may possibly be needed as well in some cities. Generally speaking, other happiness improvements probably won't be necessary as we have 8 luxuries and no city will be taken over population 20 with this plan. Courthouses and Police Stations may also be needed. The cities in this plan will need default rush permission for improvements when needed.
Some cities may need control of tiles outside of their provinces. The cities in this plan must have default priority for extra-provincial tiles required for their target.
Some neighboring cities that lose tiles to a plan city may suffer starvation. The DP must have discretion to change build queues to produce workers and settlers in order to reduce populations to non-starvation levels.
EDIT: Last consideration point added before poll posted.
Object: Grow cities to effective shield per turn (spt) levels where they can pump out needed units in 1 or 2 turns. Effective means actual production after shield loss due to corruption. If a city puts out 55 shields per turn but has 6 lost to corruption, its effective spt is 49. Let's look at the levels of production required for our 3 current unit builds:
Code:
[b][i] Shield # needed for # needed for
Cost 1 turn prod 2 turns prod[/i][/b]
Panzer 100 100 50
Infantry 90 90 45
Artillery 80 80 40
Code:
[b][i]SPT Priority[/i][/b]
100 1
50 2
90 3
45 4
80 5
40 6
The Plan
Step 1: Governors for each province identify which cities can get to these spt levels. For each of these cities we need to identify the level goal, what improvements are needed and how much population addition is needed. We'll also need to consider cities that share tiles as only one city can use a tile at a time.
Step 2: These cities will then be ranked according to our priorities. Current priority order is panzer, infantry, artillery. This makes the city priority based on maximum effective spt: 100, 50, 90, 45, 80, 40.
Step 3: Do the improvements needed for the first city. As the benefit is not reached without the target spt there should be no adding workers to these cities until the necessary improvements are there. Worker gangs need to be used with all available workers targetting each city in turn.
Step 4: Once the improvements are completed on a city, workers are added to the city to bring it to its target size. Note that target size is not 20 in most cases. Target city size is just to fill the tiles required to get to the shield production level targetted for that city.
Step 5: Repeat #3 and #4 for the next ranked city.
Special considerations
Where needed we may need to rush aqueducts and/or hospitals. These should be built out wherever possible before tile improvements for the city are completed so a rush won't be necessary. Marketplaces may possibly be needed as well in some cities. Generally speaking, other happiness improvements probably won't be necessary as we have 8 luxuries and no city will be taken over population 20 with this plan. Courthouses and Police Stations may also be needed. The cities in this plan will need default rush permission for improvements when needed.
Some cities may need control of tiles outside of their provinces. The cities in this plan must have default priority for extra-provincial tiles required for their target.
Some neighboring cities that lose tiles to a plan city may suffer starvation. The DP must have discretion to change build queues to produce workers and settlers in order to reduce populations to non-starvation levels.
EDIT: Last consideration point added before poll posted.