DoI: Rail Network

Chieftess

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You heard it right! The Industrial Era is coming fast and hard, and railroads may be available next turnchat! This means, it's time to build, and prepare for the railnet. This is one reason I wanted several worker factories to be pumping out the workers. The next 5 turns or so should be spent finishing up current tasks, and then moving workers into posistion. Our captured workers can stay where they are.

Palace Network

This is one area of focus. DR is our top production city right now, and Vandelay is building a wonder. Audiac (the city) can build rails with the workers it currently has. This railnet connects to the Babylonian Railnet south of Santa Lucia, and to the FP Railnet east of Vo Mimbre.

DG4_AD1170_PalaceNetwork.jpg


Babylonian Network

This is named for the captured Babylonian cities. I didn't connect the lines to borders, since we will probably have those cities by the time rails comes. If not, I don't want to put our workers in danger (although, we have ample swords...).

DG4_AD1170_BabylonianNetwork.jpg


Forbidden Palace Network

This connects from the Palace Railnet in Vo Mimbre, and then connects to the Russian Railnet south of Groton. We're gonna need to clear the jungle tiles NW of Antwerp, too. Also note that rails will be built over shield tiles in Montpellier and Groton.

DG4_AD1170_FPNetwork.jpg


Russian Network

The Russian Railnet, connected from the FP Railnet, is the last quadrant of our Rail Network, and perhaps the most important, as it borders Babylon, and Germany. It'll also allow us to move freely through that rugged terrain.

DG4_AD1170_RussianNetwork.jpg
 
And for the curious (planning WAY ahead)...

DG4_AD1170_BabCoreNetwork.jpg
 
This looks really good. Will we be building railroads within the rest of the city radius after we finish this project or during?
 
After we finish, and even then, we'll be focusing on our cores. We'll be focusing especially on cities that are building wonders, the capital, and the FP city. Sites that can have a possible Iron Works are:

Antilla - just got a new source of iron below the city this turnchat! Hey, if we ever need a warrior rush... ;)

Groton - got lots of hills, mountains, and former jungle.

Sanction - Has the iron within its' radius.

Mure - Has iron, and lots of mountains.

(Nineveh) - When we take it, it has an extra source of iron.
 
The plan looks nice, but has room for improvement. Each city needs to be connected once. Then the advantage of railroads is the +1 food of irrigated tiles and +1 shields on mined ones.

Obviously it is wasteful to increase food in cities already at pop 12, e.g. Cijam. The rr should go over the mined tiles, not the irrigated floodplains. And rr does not bring any improvement to forest. Thus Deux Riviere should not be connected thru forest to Huntington/Santa Lucia, but the road should run St. Octaviansburg-Huntington-Santa Lucia. At Liebling, rr 1 forest is enough, 2 ist waste. etc.

Once the Golden Age is over (soon) I always look at the F1 screen to see which cities would profit most, e.g. they are 19 shields and rr brings 20 shield, thus 1 turn less to build cavalry. Or we need a rr on an irrigated tile in order to convert another irrigation to mine to achieve faster production. You get the gist, I hope.

And railroading is when I build teams: 3 worker to rr flat land, 6 for hills, or 1 native, 1 foreign to finsh flat land rr in 2 turns without waste. etc.
 
I tried to do a quickest route, but yes, we can divert some rails to shield tiles.
 
Originally posted by Stuck_As_a_Mac
Perhaps we could create a team of workers to rr the desert to allow cities to grow beyond size 6? cough::CabaretVoltaire::cough
Don't worry(?). I will take care of that in the turnchat instructions. If the tci thread is opened in time. If the DP follows my instructions ....
 
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