This thread is meant for micromanagement issues.
I intend to keep the first few posts for some core towns frequently updated for reference and discussion.
Comments and discussion should be posted in this thread, too.
format of turn instructions
#turn precondition (visible status). suggested tile allocation -> postcondition (next turn's status)
size of town is combined with granary content:
x.y means towns has size x and in the storage there are y units of food.
If the town has a granary, I tend to leave out the tenner.
So 6.5 is a town at size 6 with 5 food in storage respectively 15 food in storage when a granary is applied.
comments are highly recommended!
latest changes will be announced in red
June 25th: corruption added.
July 5th: glossary added.
shortcuts
fpt - food per turn, signed number
cpt - commerce per turn, always positive
spt - shields per turn, always positive
tiles
CC - city center
m - prefix: mined
i - prefix: irrigated
BG - bonusgrass
G - grassland
Pl - plains
Fp - flood plains
misc
#n - turn number
July 12th: added estimated base commerce at size 6
to determine what to build courts, unis...
example: base commerce at size 6: 11 (15). 11 cpt (net) after corruption, 15 cpt raw.
We'll watch net cpt only here.
classification in 5cpt steps (net), at 20% lux that's where the next smiley comes to make people happy.
The fourth smiley appears with the 18th cpt at 20% lux... (18 x 0.2 = 3,6 -> 4 smileys).
High commerce towns (>=18 cpt, 4 smileys) should build library, court, temple, university. Grow to 7 quickly unless settler / worker factory
Medium commerce towns (<18 cpt and >=13 cpt, 3 smileys) should build library, court and temple. Grow to 7 then
Low commerce towns (<13 cpt, 1-2 smileys) workers, harbors, galleys. H'Watchas? Grow to size 7 where possible (without duct).
I intend to keep the first few posts for some core towns frequently updated for reference and discussion.
Comments and discussion should be posted in this thread, too.
format of turn instructions
#turn precondition (visible status). suggested tile allocation -> postcondition (next turn's status)
size of town is combined with granary content:
x.y means towns has size x and in the storage there are y units of food.
If the town has a granary, I tend to leave out the tenner.
So 6.5 is a town at size 6 with 5 food in storage respectively 15 food in storage when a granary is applied.
comments are highly recommended!
latest changes will be announced in red
June 25th: corruption added.
Spoiler :
Example:
8 shields raw is 7 shields net, 9 shields raw is still 7 shields net. Same for commerce.
A courthouse makes no sense if we do 1-2 (no loss), 5-8 (1 lost) or 13-15 shields (2 lost either way).
It makes sense if we do 3-5, 9-12 or 16+ shields (most of the time).
If it is useful for shields, it's almost always useful for commerce, too. With lib / uni even more.
This means: Without court, producing 2 shields raw is also 2 shields net. 3 shields raw is still 2 shields net.corruption
17%, shields / commerce 3 and 9 (15, 21...) are lost.
(courthouse -> 12%, 5 and 13 wasted)
8 shields raw is 7 shields net, 9 shields raw is still 7 shields net. Same for commerce.
A courthouse makes no sense if we do 1-2 (no loss), 5-8 (1 lost) or 13-15 shields (2 lost either way).
It makes sense if we do 3-5, 9-12 or 16+ shields (most of the time).
If it is useful for shields, it's almost always useful for commerce, too. With lib / uni even more.
July 5th: glossary added.
Spoiler :
shortcuts
fpt - food per turn, signed number
cpt - commerce per turn, always positive
spt - shields per turn, always positive
tiles
CC - city center
m - prefix: mined
i - prefix: irrigated
BG - bonusgrass
G - grassland
Pl - plains
Fp - flood plains
misc
#n - turn number
July 12th: added estimated base commerce at size 6
to determine what to build courts, unis...
example: base commerce at size 6: 11 (15). 11 cpt (net) after corruption, 15 cpt raw.
We'll watch net cpt only here.
classification in 5cpt steps (net), at 20% lux that's where the next smiley comes to make people happy.
The fourth smiley appears with the 18th cpt at 20% lux... (18 x 0.2 = 3,6 -> 4 smileys).
High commerce towns (>=18 cpt, 4 smileys) should build library, court, temple, university. Grow to 7 quickly unless settler / worker factory
Medium commerce towns (<18 cpt and >=13 cpt, 3 smileys) should build library, court and temple. Grow to 7 then
Low commerce towns (<13 cpt, 1-2 smileys) workers, harbors, galleys. H'Watchas? Grow to size 7 where possible (without duct).