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Domestic Minsiter Term 8

Discussion in 'Team Epsilon' started by classical_hero, Mar 15, 2007.

  1. classical_hero

    classical_hero In whom I trust

    Joined:
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    Messages:
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    Location:
    Perth,Western Australia
    Welcome to the Domestic Ministry Term 8.

    I am ready to mys duties such at these.
    Washing the dishes
    Spoiler :


    Washing the floor
    Spoiler :


    and Washing our clothes.
    Spoiler :

    Whoops wrong type of Domestic duties I have here. :blush:

    Now here is a list of our cities and our vital stats.
    Epsilon Eridani
    Spoiler :
    Producing Market in 11 turns (8/150)
    Size: 13 Built: 3960 BC Pop: 1,315 thousand
    culture per turn: 40 total: 1924/5000 (Refined) growth in 77 turns
    science per turn @70%: 131
    gold per turn @30%: 29
    Maintenance: -2gpt
    commerce per turn: 63, with Bureaucracy 94
    hammers per turn: base: 8 total: 14
    food per turn: 40 minus 36 eaten equals growth +4 in 1 turn
    great people per turn: 10, total 103
    health: 15 sick: 15 equals healthy city
    happy: 14 mad: 13 equals content city


    Eternal Eye
    Spoiler :
    Producing Theatre in 21 turns (8/50)
    Size: 3 Built: 1720 BC Pop: 21,
    cupt: 11 tot: 507/5000 (refined), growth in 409 turns
    spt: @70%: 11
    gpt: @30%: 5 + 9 from Kong Miao = 14
    Main: -3
    copt: 14
    hpt: 2
    fpt: 12 minus 6 eaten equals growth +6 in one turn
    gppt: 1, total 29
    health: 14 sick: 5 equals healthy city
    happy: 13 mad: 12 equals content city


    Immortal Keep
    Spoiler :
    Producing Cho-ko-nu (0/60)
    Size: 6 Built: 850 BC Pop: 150
    cupt: 8 tot: 96/100 (Fledgling) growth in 1 turn
    spt: @70%: 4
    gpt: @30%: 2
    Main: -5
    copt: 6
    hpt: 49
    fpt: 13 minus 12 eaten equals growth +1 in
    gppt: 1, total 12
    health: 11 sick: 7 equals healthy city
    happy: 8 mad: 8 equals content city


    Port of Mists
    Spoiler :
    Producing Theatre in 2 turn (34/50)
    Size: 5 Built: 425 BC Pop 90
    cupt: 1 tot: 21/100 (Fledgling) growth in 79 turns
    spt: @70%: 4
    gpt: @30%: -3
    main: 3
    copt: 7
    hpt: 12
    fpt: 15 minus 10 eaten equals growth +5 in 2 turns
    gppt: 0, total 0
    health: 11 sick: 6 equals healthy city
    happy: 9 mad: 7 equals content city


    Sunset Fortress
    Spoiler :
    Producing Theatre in 14 turns (8/50)
    Size: 3 Built: 200 BC Pop: 21
    cupt: 1 tot: 34/100 (Fledgling) growth in 66 turns
    spt: @70%: 11
    gpt: @30%: 6
    Main: -5
    copt: 17
    hpt: 3
    fpt: 10 minus 6 eaten equals growth +4 in 3
    gppt: 0, total 0
    health: 10 sick: 5 equals healthy city
    happy: 9 mad: 4 equals content city


    Point Defiance
    Spoiler :
    Producing Work Boat in 10 turns (11/30)
    Size: 1 Built: 75 BC Pop: 1
    cupt: 1 tot: 14/100 (Fledgling) growth in 86 turns
    spt: @70%: 2
    gpt: @30%: 2
    Main: -3
    copt: 4
    hpt: 2
    fpt: 6 minus 2 eaten equals growth +4 in 4 turns
    gppt: 0, total 0
    health: 8 sick: 1 equals healthy city
    happy: 7 mad: 2 equals content city


    Mighty Bulwark
    Spoiler :
    Producing Theatre in 43 turns (7/50)
    Size: 3 Built: 450 AD Pop: 1
    copt: 0 tot: 0/10 (Poor) growth in never
    spt: @70%: 2
    gpt: @30%: 2
    Main: -4
    copt: 4
    hpt: 1
    fpt: 7 minus 2 eaten equals growth +5
    gppt: 0, total 0
    health: 12 sick: 3 equals healthy city
    happy: 7 mad: 1 equals content city


    Icy Redoubt
    Producing Granary in
    Spoiler :
    Size: 1 Built: 640 AD Pop: 1
    cpt: 1 tot: 0/10 (Poor) growth in 10 turns
    spt: @70%: 2
    gpt: @30%: 2
    Main : -3
    cpt: 4
    hpt: 1
    fpt: 3 minus 2 eaten equals growth +1 growth in 22 turns
    gppt: 0, total 0
    health: 8 sick: 1 equals healthy city
    happy: 7 mad: 1 equals content city


    Sunrise Citadel
    Spoiler :
    Size: 3 Built: 1720 BC
    cpt: 1 tot: 0/10 (Poor) growth in 10 turns
    spt: @70%: 2
    gpt: @30%: 2
    Main: -6
    cpt: 4
    hpt: 1
    fpt: 3 minus 2 eaten equals growth +1 growth in 22 turns
    gppt: 0, total 0
    health: 8 sick: 1 equals healthy city
    happy: 7 mad: 1 equals content city


    If you find something wrong with these stats, then do no hesitate to say so, since I am sure that I have made some imistakes. I will add the trade routes later.
     
  2. DaveMcW

    DaveMcW Deity

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    We need more workers and settlers. :) I think Port of Mists, Sunset, & Mighty Bulwark are good candidates to build them.

    Although Port of Mists should probably build a workboat first to help out the iron city.
     
  3. peter grimes

    peter grimes ...

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    Defense Memo to Domestic:

    We'll need to keep producing units to defend the new cities as well. Maces are great, but a couple Pikes* here and there would be good, too :)

    Slightly longer term, another galley would be useful in the south bay.

    *OK, so apparently we don't have Engineering. I'll have to settle for Spears
     
  4. DaveMcW

    DaveMcW Deity

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    We also have chu-ko-nu's available, maybe you want some of those?
     
  5. peter grimes

    peter grimes ...

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    Crikey! That's right - we've got Iron now :dance:

    I'd love to see a force of 6 ChoKuNu's, but I don't know if we can afford that yet. I'm going to have to sit down with the save this evening and really go over some things.
     
  6. Memphus

    Memphus Deity

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    Keep in mind a couple of things.

    1. We are the most powerful nation
    2. Every unit we build now costs 1 :gold: per turn.
    3. we have 0 Marketplaces.
     
  7. peter grimes

    peter grimes ...

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    Okay - good to know about the :gold:. That was one of the things I was going to look into this evening. I'll try and formulate a 'force metamorphosis' plan, whereby we control costs by replacing the weakest units with more useful modern ones.
     
  8. gbno1fan

    gbno1fan Emperor

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    As long as the experience levels are comparable. Otherwise, I seem to remember reading somewhere that an experienced unit with a weaker weapon can be just as good as a modern weapon and inexperienced unit.
     
  9. peter grimes

    peter grimes ...

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    Yes and no. The cost of upgrading is pretty steep - much more than it was in civ3. It doesn't make sense to spend 100 :gold: upgrading a level 2 warrior. A level 5 warrior, on the other hand, may be worth the considerable investment. That's just an example. We don't have any level 5 units... yet.

    But we still have an easier time financing units with :hammers: than :gold: at this point. If we send out a few Great Merchants, though.... :)
     
  10. Memphus

    Memphus Deity

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    Weak units are good for :) in our cities. (Think of our Capital with 5 Warriors)


    I am unsure how we plan to get more than one? :sad:
     
  11. DaveMcW

    DaveMcW Deity

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    The original plan was to cover the holy city with cottages, but Globe Theater changes things.

    I think it would work better running Merchant specialists, with farms instead of cottages.
     
  12. Memphus

    Memphus Deity

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    Alright, that Said the worker on route can start to build farms instead off cottages. But then questions arises do we remove the two current Cottages?
    (Maybe at the end?)

    That Said after the Globe a priority for a market place should be there. (as this also has our holy income.
     
  13. classical_hero

    classical_hero In whom I trust

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    Cities that grow. Proposed citizen additions.

    The next turn.
    Epsilon Eridani We work both of the mines for full production capabilities.
    Eternal Eye. Works one of the plain forests, again for extra production.
    Mighty Bulwark works the copper.

    That is all that can be discussed to be done next turn.
     
  14. Memphus

    Memphus Deity

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    Not one of the Unimproved Floodplains? +3 :food: + 1 :commerce:

    The faster we grow the faster we can :whipped: and soon :mad: faces won't mean anything. (Globe theater) Plains Forest = +1 :food: + 2 :hammers:
     
  15. classical_hero

    classical_hero In whom I trust

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    Considering that we can whip, that is a good Idea. So it means that EE2 will work the Flood plain. I am thinking that we put cottaged on the two remaining FPs near EE2 and then we irrigate the rest of the area that can be irrigated.
     
  16. Memphus

    Memphus Deity

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    That was my original Thought as well :) . But Dave Mentioned that Farming those tiles would be worth more.

    As of right now we have +4 Surplus of food (after the growth this past turn) Meaning we could support another 2 Great Merchants (one from the Sheep, one from the two currently cottaged FP's) (3 after Biology, as each of the FP's get + 1 :food:) with our tiles worked.

    So 2 Great merhcants is good seeing as we can't even use 1 yet as we have no market or grocer. With those 2 buildings we can then run 4.

    Now lets look at those 2 floodplains:

    To Compare and Contrast:
    Farms on those 2 Flood Plains:
    If we put down 2 farms then those two tiles can Support 2 Great Merhcants, 3 after we discover Biology.

    Cottages:
    If we put down 2 cottages then those two tiles can Support 1 Great Merhcants, 2 after we discover Biology, but we have an added 4 :commerce: to begin with which will continue to go up, To a maximum of 16 :commerce:

    So seeing that unless we switch to Caste System, the city can support it required GM's without farming those 2 FP's I am little confused.

    Dave do you see something I don't? (or anyone else)

    Because as of right now once that city build a market (presumably after the Globe theater) then we can already support the 2 Merchants?
     
  17. DaveMcW

    DaveMcW Deity

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    2 merchants = 6 :gold:
    2 cottages = 4 :gold:
    2 hamlets = 6 :gold:
    2 villages = 10 :gold:
    2 towns = 12 :gold:

    When you consider that every gold we get allows the capital to convert 1.25:gold: into 2.10:science:, the cottages are not profitable until they grow into towns.

    If we build Wall Street, even towns are not useful.

    In addition, we have better pop rushing and great merchants.
     
  18. classical_hero

    classical_hero In whom I trust

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    Potential moves for AD 680
    Workers
    General_W and Lost_Civantares move to the Galley Viking Convert

    Citizen Moves:
    Port of Mists. I was thinking of getting more commerce by getting a coast area. Naturally for that to work we will need a lighthouse to make it work/ and or get some more workers.

    City Orders.
    Holy City - :whipped: that Theatre
    Port of mist - continue the order of Worker then Work boat.

    Science
    Continue to get the most science we can get without going itno defict.

    I hope that is all that we can do this turn. If not then do not forget to remind me If I am forgetting something to do this turn.
     
  19. DaveMcW

    DaveMcW Deity

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    Could I suggest you don't whip the theater in the holy city until ALL theaters can be whipped?

    The reason is we want hammers to overflow to Globe Theater, but that won't happen if we can't build it yet!
     
  20. Memphus

    Memphus Deity

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    I second that. :)

    Also:

    Do you want that done this turn? Because we are starting a worker. And as such the best tile is the Forest with a gain of +3 :hammers: (+2 :food: + 1 :hammers:) or perhaps an engineer (will have to see how the Forge rounds)
     

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