Term 4 Expatriate Governor

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
Let's see if I can be more creative than last term...this is the thread for the expatriate governor for term 4 (nope, still not very creative).

Here's the thread for term 3, although I don't think anybody cares.

Governor: TimBentley
Deputy: none, accepting applications
I will note than I'll be gone for Thanksgiving weekend, and will likely not be able to post instructions for a turnchat.

Discussions which were at one point worth discussing:
Which French city to acquire?
 
Here is Berlin in 770 AD:

It has 22% corruption. It has a 0% flip chance and requires a garrison of 1.

Here is Besancon in 770 AD:

It has 38% corruption. It has a 0.123-0.44% flip chance (probably above 0.25%, although it will lower when it stops rioting) and requires a garrison of 6.

Here are some screenshots of potential future cities:

Roman:


Here is Rome in 560 AD:


Persian:


And here's Persepolis in 70 BC:


Here is Kyoto in 360 AD:
 
Here are the posted instructions:

Don't accept flips.

Berlin:
Build queue:
courthouse->worker->cathedral

Micromanagement:
turn 2: switch irrigated BG to 2NW forest
turn 3: citizens should work wheat, irrigated BG, 2 mined BGs, ENE hill
turn 5: new citizen should work horse
turn 10: new citizen should work SSW hill

If a specialist is needed, the DP can decide which citizen to use

Worker actions:
turn 2: natives move to SSW hill, slave irrigates 2NE grass
turn 3: natives mine
turn 9: natives road
turn 10: slave chops NE forest
turn 12: natives move to NE forest
turn 13: natives chop

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Berlin's screenshot has been updated. I figured there wasn't a point in posting London's screenshot here; we won't get there this term. Here are the tentative instructions; I decided to give the number of shields and food in the box so I don't mess up again:

Don't accept flips.

Berlin:
Build queue:
cathedral->marketplace

Micromanagement:
turn 0: switch forest to SSW hill (3f, +3fpt, 56s, +11spt)
turn 4: switch horse to irrigated grass (15f, +4fpt, 100s, +10spt)
turn 9: cathedral produced, switch SSW hill to horse (35f, +5fpt, 0s, +11spt after growth)
turn 10: new citizen should work SSW hill (0f, +4fpt, 11s, +11spt)
turn 17: switch irrigated grass to tobacco (28f, +3fpt, 88s, +12spt)
turn 18: marketplace produced

If a specialist is needed, the DP can decide which citizen to use

Worker actions:
turn 3: natives move to NE forest
turn 4: natives chop, slave moves to 2NW forest
turn 5: natives mine NNE grass, slave roads
turn 8: native1 moves to 2NW forest, native2 moves to WNW plain
turn 9: natives road
turn 12: native1 moves to WSW plain; native2, slave mine WNW plain
turn 13: native1 roads

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
I decided the money would be better spent at Besancon (or deficit research sometime in the future, although that's not much of a concern with our continued surplus for now). I could change my mind and request a partial rush of the market. The above instructions were posted with a mention of Besancon, although anyone who reads this probably already saw that in the TCIT.
 
Here are the posted instructions:

Don't accept flips.

Besancon will be the city to capture. I'll leave micromanagement and build queues to the DP's discretion, although a library rush would likely be wise and you may want to consider starvation and/or building workers to reduce the flip chance and unhappiness due to war with their original nation. Worker actions in that area are also up to the DP's discretion, but mining and roading the undeveloped riverside plains might be good.

Berlin:
Build queue:
cathedral->marketplace->university

Micromanagement:
turn 0: switch hill to horse (35f, +5fpt, 0s, +11spt after growth)
turn 1: new citizen should work hill (0f, +4fpt, 11s, +11spt)
turn 9: switch irrigated grass to tobacco (28f, +3fpt, 88s, +12spt after growth)
turn 10: switch tobacco to irrigated grass (31f, +4fpt, 0s, +11spt)
turn 11: switch hill to horse (35f, +5fpt, 11s, +12spt after growth)
turn 12: new citizen should work hill (0f, +4fpt, 23s, +12spt)

If a specialist is needed, the DP can decide which citizen to use

Worker actions:
turn 0: native1 moves to 2NW forest
native2 moves to WNW plain
turn 1: native1, native2 road
turn 4: native1 moves to WSW grass
native2, slave mine WNW plain
turn 5: native1 roads
turn 8: native1 mines
native2, slave move to 2SW forest
turn 9: native2, slave road
turn 13: native2, slave chop
turn 14: native1 chops 2SW forest

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Another city, Besancon, has joined our empire. Cologne has stolen two tiles back from Berlin, but I expect them to return soon. Berlin and Besancon's screenshots have been updated; I'll update screenshots of Roman territory when I start a discussion on what city to capture.
 
As I'll be gone for the next turnchat and possibly for the turnchat after that, I'll create instructions for the next 25 turns or so, so that if I am unable to post instructions, the previous instructions can be used for guidance. I would appreciate screenshots and explanations of the workers' progress after the upcoming turnchat, so I can post instructions if I am able to access the internet.
 
Here are the posted instructions. I went with Furiey's suggestion to rush the temple. They're a bit confusing, partly because I'm trying to anticipate for two turnchats, partly because I'm not sure when Berlin's borders will expand, partly because I'm not sure what the worker allocations will be, and partly because they were done quickly.

Don't accept flips.

Berlin:
Build queue:
marketplace->university->trebuchet->trebuchet->trebuchet (feel free to increase or decrease the number of trebuchets produced and change the micromanagement accordingly)->bank

Micromanagement:
turn 0: switch forest to irrigated plain (4f, +5fpt, 16s, +16spt)
turn 1: switch irrigated grass to tobacco (9f, +4fpt, 32s, +17spt)
turn 5: switch tobacco to irrigated grass (25f, +5fpt, 0s, +16spt after growth)
turn 8: new citizen should work mined plain (or hill would be nice), switch irrigated grass to tobacco, switch irrigated plain to mined plain (0f, +3fpt, 60s, +20spt)
if switching mined plain (or hill) to mined grassland yields 20spt, do that (and modify my micromanagement)
turn 10: switch mined plain to mined grassland (if you didn't already do that), switch tobacco to irrigated grassland, switch mined plain to irrigated grassland (if available; if not, modify my micromanagement)
turn 16: citizens should work wheat, both bonus grassland, both hills, horse, tobacco, mined grass, irrigated plain, mined plain (0f, +3fpt, 0s, +22spt)
turn 19: golden age ends (9f, +3fpt, 66s, +14spt)
turn 22: switch irrigated plain to irrigated grass (18f, +4fpt, 108s, +13spt)

Worker actions:
turn 0: wake slave, slave roads
turn 1: worker on plain mines
turn 3: Native chops, slave mines WNW plain
Other tasks: road and forest WSW grass
If workers get merged, mine NW plain and SW BG
If they have nothing to do, have them go elsewhere to work or merge; they could also improve unworked tiles


Besancon:
Build queue:
library->temple->worker->cathedral

Micromanagement: (use taxmen if using scientists would be wasteful)
turn 0: turn all citizens to scientists, switch to library
turn 1: turn all citizens to scientists, rush library
turn 2: turn all citizens to scientists
turn 3: turn all citizens to scientists, rush temple
turn 4: turn all citizens to scientists
turn 5: turn all citizens to scientists
turn 6: citizens should be working grassland wheat
turn 7: citizen should be working grassland wheat (6f, +4fpt, 0s, 3spt)
turn 9: switch grass wheat to plain wheat (14f, +3fpt, 6s, 4spt)
turn 11: new citizen should be working grass wheat (0f, +5fpt, 15s, 5spt)
turn 15: new citizen should be working grass wheat (0f, +7fpt, 36s, 6spt)
turn 18: new citizen should be working hill (0f, +6fpt, 57s, 9spt)
turn 19: golden age ends (6f, +6fpt, 66s, 6spt)
turn 20: switch hill to floodplain (12f, +8fpt, 72s, 6spt after growth)
turn 21: new citizen should be working hill, switch floodplain to furs (should be irrigated) (0f, +6fpt, 78s, 7spt)
turn 23: switch furs to floodplain (12f, +8fpt, 92s, 7spt after growth)
turn 24: new citizen should be working furs (0f, +8fpt, 99s, 7spt)

If a specialist is needed, the DP can decide which citizen to use.

Worker actions:
eventually mine everything (particularly plains (not the furs first), mountain), may leave irrigation while city is growing

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
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