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Engr Choices 1660AD

Discussion in 'Civ2 - Game of Democracy II' started by GaryNemo, Jan 17, 2003.

?

Which cities shall we switch to Engineers?

Poll closed Jan 22, 2003.
  1. TFalls: switch to Engr in 4

    5 vote(s)
    55.6%
  2. TFalls: Aquaduct 28/80 in 8

    2 vote(s)
    22.2%
  3. Monks Towne: switch to Engr in 6

    5 vote(s)
    55.6%
  4. Monks Towne: Market 12/80 in 12

    3 vote(s)
    33.3%
  5. Castle Jayne: Engr in 10

    5 vote(s)
    55.6%
  6. Castle Jayne: Aquaduct 23/80 in 19

    3 vote(s)
    33.3%
  7. Routskilde: switch to Market 41/80 in 7

    6 vote(s)
    66.7%
  8. Routskilde: planned Courthouse 41/80 in 7

    1 vote(s)
    11.1%
  9. Routskilde Ironclad: Rush Buy £78 Court or Market?

    7 vote(s)
    77.8%
  10. Mordhiemia: Market? see my post

    1 vote(s)
    11.1%
  11. Penguin: sw Van 35/50 to Engr in 2 (R)

    8 vote(s)
    88.9%
  12. Melampyrum: sw Van 24/50 to Engr in 4

    8 vote(s)
    88.9%
  13. Capricornium: sw Van 31/50 to Engr in 3?

    9 vote(s)
    100.0%
  14. Capricornium: sw Van 31/50 to Temple in 8?

    0 vote(s)
    0.0%
  15. Capricornium: finish Van 31/50 in 7?

    0 vote(s)
    0.0%
  16. Antioch: sw Rifle 0/40 to Engr in 14

    8 vote(s)
    88.9%
  17. Banana Bay: Caravel in 3, rehome in Lone Bison

    7 vote(s)
    77.8%
  18. Mulled Mine: starving, problem in 11, send Engr to Irrg

    9 vote(s)
    100.0%
  19. One Routskilde Rifle in Mulled: walk to rehome in Hips

    9 vote(s)
    100.0%
Multiple votes are allowed.
  1. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    With the advent of Railroad, NUF can use more Engineers, so here we poll a few cities with improvement production loss. Our Tier#1 cities are consuming resources madly: RC Elysium Civvium Reneaux and Marl.Downs. Add Neuma, the Hanging Gardens crisis, and the desire for quick Ironclads. Our £1981 will go quickly. With Democracy in a scant 3 turns, we can reevaluate the world for cities worth promoting.
    I concede Legendary City Aquaduct -- PRB LC Aquaduct is already well supported. Mord escapes the knife because it is already saturated supporting two Engrs. On the table:
    TFalls: Aquaduct 28/80 or Engr in 4
    Monks Towne: Market 12/80 or Engr in 6
    Castle Jayne: Aquaduct 23/80 or Engr in 10
    Routskilde: rush the improvement, to build an Ironclad?
    Vote for easy additional Engineers in the bottom half
    Penguin: Forest to Elvis, sw Van 35/50 to Engr in 2
    Capricornium: Van 31/50, already 1 Engr, grows in 1, riot?

    Please vote Friday or the weekend, so this is decided for planning Monday morning.
     
  2. funxus

    funxus Orange Cycloptic Blob

    Joined:
    Apr 6, 2002
    Messages:
    3,390
    Location:
    Where you wish to be!
    I think we shouldn't waste many shields on swithing between units and improvements, maybe we could build harbors in a few of the cities now building aqueducts. That would take less time, no waste and more food to support the engineers they are to build:)
     
  3. Duke of Marlbrough

    Duke of Marlbrough The Quiet Moderator Retired Moderator

    Joined:
    Jun 23, 2001
    Messages:
    9,702
    Location:
    Southern CA, USA
    That gets my vote. :goodjob:
     
  4. Zwelgje

    Zwelgje Deity

    Joined:
    Nov 20, 2001
    Messages:
    3,953
    I agree that we shouldn't waste too much shields on switching improvements to units. We do need to get more engineers, dips and vans so what I'd like to see is that the cities building improvements now finish an improvement (the one it's building now or the proposed harbor) but we can PRB these improvements somewhat.
    After that only units in the towns that haven't been selected to be the lucky towns. For the settlement of Persia and railroading our continents we need quite some settlers but we also need diplos to bribe cities (we're gonna go to war with them) we might need some extra ships and attack units for the war too. Last but not least we need vans to make money....
    So let's build a mixture of units! ;)
    I think I'll have some time tomorrow to look at the game or otherwise sunday.

    Some thought on the engineers: we need to railroad obviously but I would suggest to make a RR connecting the cities, then ship the engineers to found cities while new engineers are made, the new engineers can then continue to RR all squares available.

    Cities on the islands should produce engineers too, they're the closest to the land we want to settle so the engineers won't be such a strain for these cities as they don't have to support them for very long.

    I'd like to propose to send plenty of troops along with the engineers to settle Persia: on the one side is Persia, on the other side Russia and Greece...
     
  5. Jayne

    Jayne Emperor

    Joined:
    Jun 12, 2002
    Messages:
    1,070
    Location:
    Worcs UK
    I also don't like wasting shields switching production.
     
  6. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    Well, that's just too bad, all of you. I don't like waste either. But throwing good money after bad, that is not in my book either.

    These cities are Size=8. Harbor will just make it worse, and we'll loose 90 food for nothing. If you want to have Engineers, rather than just talk about having them, vote for TFalls and Monks at the very least. I'm voting for CJ too.

    What about Capricornium?
     
  7. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    One other thing.

    We have 60 cities, and 20 Engineers. Something like that. Too few.
     
  8. Elsaak

    Elsaak European und Réunionnais

    Joined:
    May 21, 2002
    Messages:
    562
    Location:
    Alsace !
    Monks : we'll lose only 6 sheilds ? : OK, I follow Gary

    TFalls : let's waste 14 sheilds.

    Capricornium : OK, switch, we will lost nothing (only the lack of an expected van)

    Penguins : OK for swithing

    CJ : the 11or12 sheild lost in this city would be long to re-earn ; why not buy this aquaduct ?
     
  9. Zwelgje

    Zwelgje Deity

    Joined:
    Nov 20, 2001
    Messages:
    3,953
    I thought we would lose huge amounts of shields...
    Talking about 6/14 shields??? I haven't got that many problems with such amounts of shields!
    In general we should take a look at all productions right now and reconsider. We should make a list of what we need, what we got and then we know what we should produce.
     
  10. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    The easy choices are coming along fine, but the hard ones are proving difficult for the voters. Let's review TFalls again. It is not supporting any Engineers. We have 59 cities and only 22 Engineers. Railroads do not grow on trees - we need Engineers to build them. We are pouring money into RC Ely Civ Ren MD Neuma which are paying us back, plus Ironclads and other war efforts, and now scattering resources at LC and CJ on top of that.

    There is no more money for us to help TFalls. TFalls must help us. When it builds two Engineers, it will celebrate back up to Size=8 immediately. If you don't want to listen to me, then listen to Elsaak. People who have abstained on TFalls, please feel free to post your vote here.
    Monks Towne is a different situation. It is a Filler, crushed in between Castle Jayne, Neuma, and Legendary.City. It may never need a Sewer, certainly not an Aquaduct now while it can help us by powering Engineers! Please look at the map.
     

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