Making our people happy

zyxy

Warmongering Fool
Joined
Mar 21, 2005
Messages
3,390
Location
The Netherlands
Making our people happy. How do we do that?

[I know this has been discussed before here and there. My apologies for the repetition. But I think it is important that our team reaches some agreement on this.]

We can use MP's, luxuries, lux tax, specialists, or slow/stop population growth to keep our citizens happy. What method(s) do you prefer? How do we deal with trade-offs? For example, military can be used as MP. But this requires a shield investment. Those shields cannot be used for other things, such as building workers, units for exploration, etc. Other example: we can use lux tax, but it costs money. Or we can use specialists, but they eat food and do not produce shields. etc.

My thoughts:
Food is the key factor early on. So I would use lux tax almost without limit, to grow our cities as fast as possible. Peel off settlers or workers if they get too big (meaning when lux tax becomes excessive or when additional citizens do not bring in extra gold or shields). The investment in lux taxes pays back in larger income, more shields, and faster expansion. Only hopelessly corrupt towns (which we don't have yet) should have scientist or taxman specialists.
MPs can be used in towns with excessive unhappiness, or if we have leftover units. First duty for warriors should be exploration.
Luxuries are of course everyones favorite, but limited in supply. Perhaps we'll find some more if we explore some more :).
 
edit: So sorry! Click on this (saw it as the last post of the DG7 forum) and thought it related to the on going discussion in the Citizens' forum. Didn't mean to post here (no spoiler info, just my opinion for DG7 not this game). Sorry again.
 
I thought the Greek city Heron was oddly placed so I looked under it and sure enough it has ivory underneath. If everything goes well on partnering with them, we can do a wines for ivory deal in 20-35 turns depending on when they build a harbor.

With the furs at the tip of Greeceland that should be ours in 40 or so turns as well, the future is bright for luxuries if we make nice.
 
Ok, as plan for the far future getting more luxuries is nice amd probably doable, but for the next few dozen turns, we'll have 1 lux it seems. So let's consider the situation right now, for example in Cruller. First, this city will grow to size 2 next turn, and would be unhappy. What do we do about that?
1. hire a specialist.
2. set lux tax.
3. hire a specialist, then train a warrior as MP asap.
4. hire a specialist, build a worker asap, and make sure it doesn't grow again.

Second, for the somewhat later future, at what size should Cruller typically operate? How do we keep it happy at that size?
 
The next few turns should be pretty self explanatory, Im running off the numbers I recall.

Capital- a 3-5 factory would require no lux with 2 mps. We need 18-20 city spots at generally RCP 3 and 6, counting fur city on the other continent. At some point if we could figure out how to run a 5 turn chariot-settler factory that would be great, but I dont think we have enough bonus grass.

Shelby- would need to be size 5 for a granaried worker factory if my math is correct with 17% corruption (thats rounded up for 2 lost shields at 6 and 7 production, no?). Unsure about the granary in the next 4-5 builds though.

Cruller- workers for the immediate future. Need to do some figuring on what specialist to use next turn.
 
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