Micro Management Mania

Paul#42

flyball chaser
Joined
Oct 27, 2004
Messages
4,474
Location
Hamburg
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.
Spoiler :
Example:
corruption
17%, shields / commerce 3 and 9 (15, 21...) are lost.
(courthouse -> 12%, 5 and 13 wasted)
This means: Without court, producing 2 shields raw is also 2 shields net. 3 shields raw is still 2 shields net.
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).
 
The Chamber

current status
One turn worker factory from turn #112
base commerce at size 6: 22 / 22.
One turn worker factory from turn
Later wonder building.

usable tiles (exclusive in green, shared in orange, to improve in yellow)


Spoiler :

Initial cycle
#103 6.0, 8 shields. working tiles: cow, 2 mBGs, 2 mSugar -> 6.5, 18 shields
#104 6.5, 18 shields. working tiles: cow, 2 mBGs, 2 mSugar -> 7.0, 30 shields
-> #105 7.0, 30 shields. -> settler -> 5.0, 0 shields.

former 3tsf-operation 5.0 -> 6.0 -> 7.0 -> 7.x (from turn #105)
#105 (1) 5.0, 0 shields. cow, 2x flood plains, irrigated BG, mined BG. +10fpt, 5+2spt. -> 6.0, 7 shields
#106 (2) 6.0, 7 shields. cow, 2x flood plains, irrigated BG, mined BG, sugar. +10fpt, 7+2spt -> 7.0, 16 shields.
#107 (3) 7.0, 16 shields. cow, 2x mined BG, mSugar (Bayou), 2x mined plains, forest. +2fpt, 14spt -> 7.2, 30 shields -> settler -> 5.0, 0 shields.
#108 (1) 5.0, 0 shields. cow, 2x iFp, iBG, mBG. +10fpt, 5+2spt. -> 6.0, 7 shields
#109 (2) 6.0, 7 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 17 shields.
#110 (3) 7.0, 17 shields. cow, mBG, 3x mPl, iPl, mG +2fpt, 13spt -> 7.2,
#111 (1) 5.0, 0 shields. cow, 2x iFp, iBG, mBG. +10fpt, 5+2spt. production: wealth :ack: -> 6.0, 0 shields

current 1twf-operation 6.0 -> 7.0 (from turn #112)
#112 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#113 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#114 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#115 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields

current 1twf-operation 6.0 -> 7.0 (from turn #112)
#116 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#117 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields

#118 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#119 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
#120 (2) 6.0, 0 shields. cow, 2x iFp, iBG, mBG, mSugar. +10fpt, 7+3spt (forest + bonus size 7) -> 7.0, 10 shields -> worker -> 6.0, 0 shields
 
The Admirality

Current Status
base commerce at size 6: 19 / 17.
Statue of Zeus providing Ancient Cavalries every five turns, starting in #98
barracks
will need aquaduct.

City Screen in turn #119
Spoiler :

Later we will need 10 spt to produce horses.
Harbor and temple when we feel save from a BABE invasion.

corruption
10%, shields / commerce 5 and 15 are lost.
(courthouse -> 6%, 9 and 25 wasted)

to build
Pike - done #106
Library - done #112
aquaduct
horses
harbor

temple?
court
 
The Gulag

Current Status
four turn settler factory

usable tiles (exclusive in green, shared in orange, to improve in yellow)


commerce & corruption
base commerce at size 6: 21 / 18.
12%, shields / commerce 5 and 13 are lost.
(courthouse -> 7%, 8 and 22 wasted)
Spoiler :

high food tiles sharing
The Gulag can take the irrigated Flood Plains (iFp) from The Chamber every three turns (from #104 on).
It can be a 4-turner, if it gets the irrigated Dyes from The Treasury every growth cycle it won't get flood plains (in one of the two turns).
I consider this higher prio for our expansion phase over the wonder building in The Treasury. So The Gulag gets all tiles from The Treasury and The Silo it needs.

#103 4.x, 6 shields. iFp, 3 mBGs (+4ft, 6+2 spt) -> 5.0, 14 shields.
#104 5.0, 14 shields. iFp, 3 mBGs, wheat (+6fpt, 6 spt) -> 5.6, 20 shields.
#105 5.6, 20 shields. 3 mBGs, iPlains, wheat (+4fpt, 7 spt, +3 (Iron) on growth, 2/12 corrupted)-> 6.0, 30 shields -> settler -> 4.0, 0 shields.

current 4tsf-operation 4.0 -> 4.5 -> 5.0 -> 5.5 -> 6.0
#106 4.0 0 shields. Wheat, 3 mBGs (+4fpt, 7spt) -> 4.4, 7 shields.
#107 4.4, 7 shields. Wheat, iFp, 2 mBGs (+6fpt, 5+2 spt) -> 5.0, 14 shields.
#108 5.0 14 shields. Wheat, iBG (Dyes), 2 mBGs, iPl (+5fpt, 7spt) -> 5.5, 21 shields.
#109 5.5 22 shields. Wheat, iBG (Dyes), 2 mBGs, iPl (+5fpt, 7+2spt) -> 6.0, 30 shields -> settler -> 4.0, 0 shields.
#110 4.0 0 shields. iFp, iBG (Dyes), 2 mBGs (+5fpt, 5spt) -> 4.5, 5 shields. Wheat to The Silo
#111 4.6, 5 shields. Wheat, iBG (Dyes), 2 mBGs (+5fpt, 6+2 spt) -> 5.0, 13 shields.
#112 5.0 13 shields. Wheat, iBG (Dyes), 3 mBGs (+5fpt, 8 spt) -> 5.5, 21 shields.
#113 5.5 21 shields. Wheat, iBG (Dyes), 2 mBGs, iPl (+5fpt, 7+2spt) -> 6.0, 30 shields -> settler -> 4.0, 0 shields.
#114 4.0 0 shields. Wheat, iBG (Dyes), 2 mBGs (+5fpt, 6 spt) -> 4.5, 6 shields.
#115 4.5 6 shields. Wheat, iBG (Dyes), 2 mBGs (+5fpt, 6+2spt) -> 5.0, 14 shields.

current 4tsf-operation 4.0 -> 4.5 -> 5.0 -> 5.5 -> 6.0
#116 5.0 14 shields. Wheat, iBG (Dyes), 2 mBGs, iBG (+5fpt, 7 spt) -> 5.5, 21 shields.
#117 5.5 21 shields. Wheat, iBG (Dyes), 2 mBGs, iBG (+5fpt, 7+2spt) -> 6.0, 30 shields -> settler -> 4.0, 0 shields.
#118 4.0 0 shields. Wheat, iBG (Dyes), 2 mBGs (+5fpt, 6 spt) -> 4.5, 6 shields.

#119 4.5 6 shields. Wheat, iBG (Dyes), 2 mBGs (+5fpt, 6+2spt) -> 5.0, 14 shields.
#120 5.0 14 shields. Wheat, iBG (Dyes), 2 mBGs, iBG (+5fpt, 7 spt) -> 5.5, 21 shields.
#121 5.5 21 shields. Wheat, iBG (Dyes), 2 mBGs, iBG (+5fpt, 7+2spt) -> 6.0, 30 shields -> settler -> 4.0, 0 shields.
 
The Silo

Current Status
Secret capital

commerce & corruption
base commerce at size 6: 19 / 16.
16%, shields / commerce 4 and 10 are lost.
(courthouse -> 10%, 5 and 15 wasted)

Building
Forbidden Palace - done
Library - done
barracks
horses
 
The Bayou

Current Status
two turn worker factory

commerce & corruption
base commerce at size 6: 20 / 17.
13%, shields / commerce 4 and 12 are lost.
(courthouse -> 9%, 6 and 17 wasted)

Building
granary - done
workers
Spoiler :
granary building
#107 4.6(?), 19 shields. iFp, fish, 1 mSugar, 1 iPl (+5fpt, 3+2spt) -> 5.0, 24 shields.
#108 5.0, 24 shields. Cash-rush to settler for 24g (spares a turn). Switch to granary. 2 mSugar, iPl, 2 mPl (+0fpt, 8spt) -> 5.0, 38 shields.
#109 5.0, 38 shields. Cash rush to MDI (8g). iFp, 2 mSugar, 2 mPl (+2fpt, 7spt) -> 5.2, 47 shields.
#110 5.2, 47 shields. iFp, 2 mSugar, 2 iPl (+4fpt, 6spt) -> 5.6, 53 shields. used iFp for iPl (+6fpt, 5spt) -> 5.8, 52 shields.
#111 5.10(?), 52 shields. 2 mSugar, 2 iPl, mPl (+1fpt, 8spt) -> 5.11, 60 shields. -> granary -> 5.11, 0 shields. :crazyeye:

two turn worker factory 5.0 -> 5.5 -> 6.0 (starting #112)
#112 5.11, 0 shields. iFp, fish, mSugar, iPl, mPl (+4fpt, 5spt) -> 5.15, 5 shields.
#113 5.15, 5 shields. 2 iFp, fish, mSugar, mPl (+6fpt, 4spt + 1 on growth - desert would be sufficient) -> 6.0, 10 shields -> worker -> 5.0, 0 shields.
#114 5.0, 0 shields. iFp, fish, mSugar, iPl, mPl (+4fpt, 5spt) -> 5.4, 5 shields.
#115 5.4, 5 shields. 2 iFp, fish, mSugar, mPl (+6fpt, 4spt + 1 on growth - desert would be sufficient) -> 6.0, 10 shields -> worker -> 5.0, 0 shields.

two turn worker factory 5.0 -> 5.5 -> 6.0 (starting #112)
#116 5.0, 0 shields. iFp, fish, mSugar, iPl, mPl (+4fpt, 5spt) -> 5.4, 5 shields.
#117 5.4, 5 shields. 2 iFp, fish, mSugar, mPl (+6fpt, 4spt + 1 on growth - desert would be sufficient) -> 6.0, 10 shields -> worker -> 5.0, 0 shields.
#118 5.0, 0 shields. iFp, fish, mSugar, iPl, mPl (+4fpt, 5spt) -> 5.4, 5 shields.

#119 5.4, 5 shields. 2 iFp, fish, iPl, mPl (+6fpt, 3spt + 2) -> 6.0, 10 shields -> worker -> 5.0, 0 shields. mSugar to TC (-> mSugar to TA)
#120 5.0, 0 shields. iFp, fish, mSugar, iPl, mPl (+4fpt, 5spt) -> 5.4, 5 shields.
#121 5.4, 5 shields. 2 iFp, fish, iPl, mPl (+6fpt, 3spt + 2) -> 6.0, 10 shields -> worker -> 5.0, 0 shields. mSugar to TC (-> mSugar to TA)

needed worker tasks
 
The Treasury

Current Status
Commerce and Happiness Center
should never shrink below 7 again.

commerce & corruption
base commerce at size 6: 30 / 25.
17%, shields / commerce 3, 9, 15, 21, 27, 33 are lost.
(courthouse -> 12%, 5, 13, 21, 30, 38, 46 wasted)

Building
Sistines Chapel / Leonardo's / Cope's
university
court

worker tasks
forestry action to rush court and uni?
mine another riverside hill and water another grassland to work it at size 10.
 
The Igloo

Current Status
Commercial subcenter

commerce & corruption
base commerce at size 6: 24 / 20.
17%, shields / commerce 3, 9, 15, 21, 27 are lost.
(courthouse -> 12%, 5 and 13 wasted)

Building
Library - done
temple - done
court
university
 
The Ways

Current Status
Docks

commerce & corruption
base commerce at size 6: 15 / 11.
25%, shields / commerce 2, 6, 10, 14 and 18 are lost.
(courthouse -> 17%, 3 and 9 wasted)

Building
harbor
galleys
workers whenever running out of improved tiles to use.

Can operate at size 6 with 20% lux if coast is used (17 / 13cpt -> 3 smileys -> 3 happy citizens)
 
The Pier

Current Status
growing
will need aquaduct.

commerce & corruption
base commerce at size 6: 22 / 16.
27%, shields / commerce 2, 6, 10, 13, 17, 21, 25 are lost.
(courthouse -> 19%, 3, 8, 14, 19, 24, 29 and 35 wasted)

Building
Library - done
court
harbor
 
Medium corrupt towns

continental towns
The Institute
The Aerie
Chamsuri's Cove
The Arboretum
The Meeting Room
The New Yard
The Marina
The Nursery
The Lodge
The Greenhouse

Building
libs, courts, harbors (if nec to grow to size 7), galleys.
workers whenever running out of improved tiles to use.
reg horses for rolling barricade if necessary

one-tile-islands
The Hideaway

Building
harbors libs, courts, galleys.
workers whenever unable to grow (without duct).
 
Highly corrupt towns

The Lookout
The Tower


Building
workers, harbor (if resource to export), galleys.
reg warriors to block mountains & hills & swamp if necessary
 
Rather than opening a new thread I thought the drafts should be noted in this one.
(It also recycles this outdated thread ;) )

on drafting unhappiness
A drafted unit in Republic causes a citizen to be unhappy for 20 turns.
Look for further information on drafting unhappiness in Theoden's article on pop-rushing in republic.
Information on general unhappiness from pop rushing you'll find in cracker's legendary article. Of course you all have already read this at the beginning of your civ career, right? ;)

Drafts in cities of The Council
when? - where? - what for?
#153 - The Chamber - temple
#164 - The Chamber, The Silo, The Marina, Chamsuri's Cove, The Institute, The Igloo, The Aerie - factory (6) and coal plant (1) in The Treasury
#165 - The New Yard, The Silo, The Institute, The Admirality and The Ways - coal plant in The Treasury
#169 - The Chamber - university in The Gulag
 
added the latest drafting info
 
In order to give our beloved turn player a break on thinking about MM, I thought I would take a look at the save.


The Chamber
We can chop that forest and mine the tile which will gain us a shield (either it is grass and we can mine another tile or it is plains which will give us three shields. with multiplier, that's 2 shields. Mining a grass gives us 2 more shields and when/if we take back the mined sugar, we can get it over 70.

I think we can sell the granary, as well.

The Treasury

If we mine two mountains and build a courthouse in , we can get that up to 80 shields, which may or may not be a good idea.

In any case, we can get a boost in science as well.

If we mine a 3rd mountain, we can give one of the hills to the Institute, as well, since we have 5 extra food.

The Bayou can cut time to the university, but we might want to wait till it's grown.

The Silo can cut time to the cathedral, but we might want to wait till it's grown to size 13.

The Greenhouse can cut time by 9 turns on the frigate by using a cop, not a civ engineer

Several cities can cut times on markets by turning citizens on non-shield producing tiles to civil engineers:
The New Yard
The Nursery
The Red Tape


Several cities are using scientists to build infrastructure and they can be switched to civil engineers.

The Dislodged
The Beach
The Hideaway
The Whale Pond
 
In order to give our beloved turn player a break on thinking about MM, I thought I would take a look at the save.
Thanks, I appreciate that :thumbsup:
I will have a close look at these when we (finally) get the save. :rolleyes:
The Chamber
We can chop that forest and mine the tile which will gain us a shield (either it is grass and we can mine another tile or it is plains which will give us three shields. with multiplier, that's 2 shields. Mining a grass gives us 2 more shields and when/if we take back the mined sugar, we can get it over 70.
As soon as we need more shields, that's defintely an option. For now I did not find a use for the chop and did not have the worker turns spared...
But be asured, I look at that forest greedily every turn. It's like a park in Manhattan you'd love to plant a nice building in :groucho:
I think we can sell the granary, as well.
Not sure, The Chamber might get some food surplus, especially if we decide to use both flood plains. :hmm:
The Treasury

If we mine two mountains and build a courthouse in , we can get that up to 80 shields, which may or may not be a good idea.

In any case, we can get a boost in science as well.

If we mine a 3rd mountain, we can give one of the hills to the Institute, as well, since we have 5 extra food.
I'd like The Treasury to work ALL its tiles to max out commerce. The 3fpt plains currently used by The Chamber will even the food so it can work all tiles at food balance. Unless pollution strikes :mischief:
The Bayou can cut time to the university, but we might want to wait till it's grown.

The Silo can cut time to the cathedral, but we might want to wait till it's grown to size 13.
What do you mean by "cut time"? Hire Civil Engineers?
The Greenhouse can cut time by 9 turns on the frigate by using a cop, not a civ engineer
Oops. Did I use a CE on a unit? :wallbash:
I'd better prebuild a building there and switch to unit on the final turn...
Several cities can cut times on markets by turning citizens on non-shield producing tiles to civil engineers:
The New Yard
The Nursery
The Red Tape

Several cities are using scientists to build infrastructure and they can be switched to civil engineers.
I switched some to try for 1050bpt and Steel in 4. I guess that's nonsense and we will conveniently get it in 5 with a much healthier balance of growth and production.
 
Thanks, I appreciate that :thumbsup:
I will have a close look at these when we (finally) get the save. :rolleyes:

As soon as we need more shields, that's defintely an option. For now I did not find a use for the chop and did not have the worker turns spared...
But be asured, I look at that forest greedily every turn. It's like a park in Manhattan you'd love to plant a nice building in :groucho:

Not sure, The Chamber might get some food surplus, especially if we decide to use both flood plains. :hmm:

I'd like The Treasury to work ALL its tiles to max out commerce. The 3fpt plains currently used by The Chamber will even the food so it can work all tiles at food balance. Unless pollution strikes :mischief:

What do you mean by "cut time"? Hire Civil Engineers?

Oops. Did I use a CE on a unit? :wallbash:
I'd better prebuild a building there and switch to unit on the final turn...

I switched some to try for 1050bpt and Steel in 4. I guess that's nonsense and we will conveniently get it in 5 with a much healthier balance of growth and production.

By cut time, I meant converting some citizens or scientists to Civ Engineers. And on the frigate - I meant using a cop instead of a scientist ;) You weren't using a civ engineer on a unit. I wouldnt' prebuild with a building, anyway - I am pretty sure that it doesnt' work, and if it did, I think it's a banned exploit.

I think steel is more important than shields, so if doing all that means we lose a turn on steel, I wouldn't do it.

If we are really close to getting steel in 4, such that growing some cities might get us there, maybe we should do that.
 
By cut time, I meant converting some citizens or scientists to Civ Engineers. And on the frigate - I meant using a cop instead of a scientist ;) You weren't using a civ engineer on a unit. I wouldnt' prebuild with a building, anyway - I am pretty sure that it doesnt' work, and if it did, I think it's a banned exploit.
Yes I remember there was something in that direction... :hmm:
I think steel is more important than shields, so if doing all that means we lose a turn on steel, I wouldn't do it.

If we are really close to getting steel in 4, such that growing some cities might get us there, maybe we should do that.
That's what I thought about last turn, but to squeeze out another 66bpt might prove impossible. And donsig convinced me that we might lose a turn on one of the later techs if we get exhausted from doing a sprint now... :rolleyes:

Let's see. We need Steel (4200), combustion (4800) and flight (5400).
If we hustle for Steel in 4 we certainly hurt our mid term research because we chose beakers over food and shields. Running at -100gpt for the whole time is not possible anyway. Taking 5 turns for each of those techs I consider healthier than going like 4-5-6 because we run short of money.

8 workers we could use this turn. Some might join The Admirality next turn for 6bpt each. Even if we join all workers for 6gpt each this turn (which is improbable), we fail to get those 66gpt we are missing.

And we still have to mine and road some mountains for The Treasury to max out commerce there... It might still work but I think it's to ambitious and hurts us in the long run. :shake:

After all we might find ourselves spending a turn at research zero waiting for Refining... :mischief:
 
Below is a table of sorts, taken from Civ Assist. It's based on a save from a turn or two agao, but what the heck.

City Size Corruption Waste Pollution Distance Rank
The Chamber *19 0% 0% 9 [2+7] 1 1
The Admiralty 12 10% 10% 4 [4+0] 4 1
The Gulag 11 12% 12% 4 2
The Bayou 10 13% 13% 4 3
The Treasury *17 17% 17% 9 [4+5] 5 4
The Igloo 11 17% 17% 2 [2+0] 4 5
The Ways 7 25% 17% 7 6
The Pier 9 27% 27% 7 7
The Silo *13 16% 16% 3 [2+1] 0 8
The Institute *13 28% 28% 1 [0+1] 6 9
The New Yard 9 36% 36% 9 10
Chamsuri's Cove 8 32% 23% 6 11
The New Watchtower 1 39% 39% 9 12
The Aerie 8 33% 33% 5 13
The Arboretum *13 35% 35% 1 [0+1] 5 14
The Meeting Room 9 35% 35% 4 15
The Nursery 9 49% 49% 10 16
The Beach 4 45% 45% 8 17
The Phoenix 7 50% 37% 9 18
The Squeeze 7 45% 45% 6 19
The Red Tape 7 48% 36% 6 20
The Marina 8 51% 39% 7 21
The Hideaway 1 55% 55% 7 22
The Shallows 2 56% 56% 8 23
The Dislodged *6 59% 44% 8 24
The Greenhouse 3 63% 63% 9 25
The Whale Pond 2 71% 71% 11 26


Five cities jump out at me, all show in red.

The New Watchtower is probably hurting us. It's size 1 and is less corrupt than about a bunch of much larger cities. We should consider getting rid of it. No, I'm not saying we SHOULD get rid of it, but if we keep it, we should definitely grow it.

The Ways and The Pier are 2nd tier cities for us and need to get to size 12 quickly. I would suggest we do so by irrigation - neither one of them are making all that many shields, anyway. If they both have a market, we really should get them as big as we can.

Chamsuri's cove and The Aerie are also cities that are below size 12, but are less corrupt than some cities that have hospitals. I think we should ensure that these get up to speed, as well.

Nothing here should be taken as any sort of slight on our turn player!! These are just my observations.

Recommendations:

Send enough workers to irrigate a grass tile every turn or two for The Ways. I'd like to get it working as many grass tiles as we can. We might be able to give up one or two from the admiralty.

Try to do the same for The Pier.
 
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