Term 2: Province of the north

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
Welcome to this newly created province in the northern part of Japanatica. I would like to thank Sir Donald III for my recommendation and Chieftess for my appointment.

Province of the north:
Governor: TimBentley
Deputy governor: JackA

Name: haven't decided, suggestions are welcome
Capital: Windurst

Status of province in 310 AD:

timsprovince3.JPG


Osgiliath:
Founded in 825 BC
Mayor: none
Population: 6
Food per turn: 15 (surplus of 3)
Growth in 5 turns
Shields per turn: 8 (6 uncorrupted)
Currently building library in 11 turns
Gold per turn: 14 (10 uncorrupted)
Corruption: 26%
Improvements: temple, courthouse
Culture: 46
Culture per turn: 2
Cultural expansion: 27 turns
Garrison: regular spearman

Sto'vo'kor:
Founded in 530 BC
Mayor: none
Population: 6
Food per turn: 14 (surplus of 2)
Growth in 7 turns
Shields per turn: 4 (3 uncorrupted)
Currently building courthouse in 25 turns
Gold per turn: 10 (7 uncorrupted)
Corruption: 34%
Improvements: temple
Culture: 12
Culture per turn: 2
Cultural expansion: 44 turns
Garrison: regular spearman

Windurst:
Founded in 330 BC
Mayor: none
Population: 4
Food per turn: 11 (surplus of 3)
Growth in 9 turns
Shields per turn: 5 (3 uncorrupted)
Currently building courthouse in 20 turns
Gold per turn: 13 (7 uncorrupted)
Corruption: 51%
Improvements: temple, harbor
Culture: 66
Culture per turn: 2
Cultural expansion: 17 turns
Garrison: veteran spearman

Pete :
Founded in 190 BC
Mayor: truckingpete
Population: 6
Food per turn: 15 (surplus of 3)
Growth in 3 turns
Shields per turn: 4 (1 uncorrupted)
Currently building courthouse in 68 turns
Gold per turn: 8 (3 uncorrupted)
Corruption: 67%
Improvements: temple
Culture: 26
Culture per turn: 2
Cultural expansion: 37 turns
Garrison: regular spearman, regular warrior

Bentropolis:
Founded in 90 BC
Mayor: none
Population: 3
Food per turn: 8 (surplus of 2)
Growth in 7 turns
Shields per turn: 3 (1 uncorrupted)
Currently building courthouse in 64 turns
Gold per turn: 4 (2 uncorrupted)
Corruption: 59%
Improvements: temple
Culture: 34
Culture per turn: 2
Cultural expansion: 33 turns
Garrison: regular warrior
 
Tentive build queues and micromanagement
Osgiliath: market, library, barracks

Sto'vo'kor: courthouse, harbor
after 5 turns, switch unroaded desert to grassland by river (if worker actions have altered the terrain, reevaluate this option; it is intended to speed growth while the city governor adds the new citizen to the desert)

Windurst: courthouse, aqueduct

Pete: courthouse, marketplace
switch both hills and desert to 3 coast squares; after growth, try to get Pete to 2spt post-corruption (if not possible or practical, try to maximize growth, then income)

Bentropolis: courthouse, barracks

Suggested worker actions:
mine a couple of hills near Osgiliath
mine grassland near Sto'vo'kor
mine grassland and chop jungle near Windurst
mine grassland near Pete; if Pete has decent food and 2spt post-corruption, that is fine
Bentropolis isn't in urgent need of worker actions

New cities should start production on a courthouse, pikeman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)

If Swazi flips, have it produce workers (no specialists), as documented in this poll.
 
Besides comments on build queues or micromanagement or whatever, comments on flipping are also welcome. Currently under flip risk are Windurst, Bentropolis, Swazi, and Isandhlwana. Pete would also be under flip risk if its garrison was reduced. I think Swazi would cramp our cities too much, so it should be abandoned, but Isandhlwana should be kept.
 
I'll be the deputy governor for the nothern province.
 
@Lord (Governor) TimBentley: Congrats on your appointment and welcome to governorship.

For a capital: I suggest Windurst, since it is the center most city, at the moment, or you could go with Bentropolis, if you believe the province would push further inland. That's just my two cents.
 
Zarn said:
@For a capital: I suggest Windurst, since it is the center most city, at the moment, or you could go with Bentropolis, if you believe the province would push further inland. That's just my two cents.
Well, I'd prefer not to have a capital flip to the Zulu. Regardless, I shall choose Windurst as the capital (it only has a 0.018% chance of flipping, and Swazi, its cultural pressurer, has about a 1.7% chance of flipping). Looking ahead, Windurst will have some nice land once the jungle gets cleared (hopefully there will be some bonus grassland).

JackA said:
I'll be the deputy governor for the nothern province.
It's the president's job to appoint deputies, but have requested it in the presidential thread.
 
Good luck with your new province Governor :)!
I would like to know if you are going to appoint JackA as a deputy because he also applied to a deputy position in Eastern province. Since there are 2 candidates for deputy in Eastern province (Epimethius is second) it would help me if i knew about your decision. Than I could appoint Epimethius as a deputy in Eastern province, and that way both candidates would get their positions. That should make everyone happy.
 
I will cheer the citizens into a frenzy! :rolleyes:
I will educate them on how to be good citizens and tell the teachers on how to teach kids iin school! :rolleyes: :p :lol:
 
My First act is to make town a safer place,no gangs becayse they will be turned into monks for Buddhism!
 
Thanks for quick answer. Good luck JuckA!
 
I'm rallying the troops against Babaylon and Rome right now so i'm busy.
 
Govenor,may i suggest connecting Bentropolis to the road using the workers to do so,that way our citizens may have luxuries!
 
JackA said:
Govenor,may i suggest connecting Bentropolis to the road using the workers to do so,that way our citizens may have luxuries!
The workers in the area are planning to do so.

I have updated both the provincial status and the build queues. The only reason to look at the new statistics is to look at Swazi in the new picture or possibly see some worker actions. The only changes in the queues are that Pete has progressed in its queue and some micromanagement.
 
The provincial status has been updated, as have the build queues.

Here are the new build queues for your convienence:
Osgiliath: market, library, barracks

Sto'vo'kor: courthouse, harbor
after 5 turns, switch unroaded desert to grassland by river (if worker actions have altered the terrain, reevaluate this option; it is intended to speed growth while the city governor adds the new citizen to the desert)

Windurst: courthouse, aqueduct

Pete: courthouse, marketplace
switch both hills and desert to 3 coast squares; after growth, try to get Pete to 2spt post-corruption (if not possible or practical, try to maximize growth, then income)

Bentropolis: courthouse, barracks

Suggested worker actions:
mine a couple of hills near Osgiliath
mine grassland near Sto'vo'kor
mine grassland and chop jungle near Windurst
mine grassland near Pete; if Pete has decent food and 2spt post-corruption, that is fine
Bentropolis isn't in urgent need of worker actions

New cities should start production on a courthouse, spearman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)

If Swazi flips, have it produce workers (no specialists), as documented in this poll.

By the way, if anyone is curious, the flip chance of Bentropolis is 0.043% and I estimate the flip chance of Swazi to be 1.45% (our relative cultural superiority has decreased since my last estimation).
 
Just a question..

How do you estimate the flip risk of a city? Are there certain factors in the game that can be computed into flip potential?
 
There are. See chieftess' sig for a link. Basically the major factors are distance from each capital, "stored" culture, the comparitive culture weightings of the two civs, resistance/WLKTD and military units in the city.
 
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