Term 6 Expatriate Governor

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
Welcome to the thread for the sixth term for the governor of cities formerly belonging to other civilizations. (Why does the first post contain such obvious information? Nevertheless, I shall continue the tradition of stating useful information.) I don't know why you would want to look at this thread for term 5, and why you wouldn't just browse the government forum (it's not that long). You could continue browsing through these threads to get to term 1, if you really want to do something useless.

Governor: TimBentley (as if it wasn't obvious)
Deputy: There probably will never be one, but if you apply, you'll probably be appointed

Threads that are related to this office, if you don't want to browse through the citizens forum:
Which Persian city to take? (includes some nice pictures that I won't bother putting in this thread)
 
Here is Berlin in 1485 AD:

It has 24% corruption.

Here is Besancon in 1485 AD:

It has 25% corruption.

Here is Rome in 1485 AD:

It has 31% corruption.

Here is Istakhr in 1485 AD:

It has 34% corruption. It has a 0.002-0.028% flip chance and requires a garrison of 3.

Here's some useful reconnaisance of foreign cities:

Izumo in 1385 AD:
 
First two posts updated, one of them with useful information. Here's the posted instructions, assuming we go for industrialization before the ToE path:

Don't accept flips.

Berlin:
Build queue:
colosseum as hospital prebuild->colosseum as factory prebuild

Micromanagement:
turn 0: switch to colosseum (0f, 0s, 0fpt, 20spt)
turn 1: finish railroading WNW plain, workers can go elsewhere (0f, 20s, 20spt)
turn 8: finish hospital, start colosseum (0f, 20s, 20spt)
switch to +1fpt, micromanage as the worker situation allows

Worker actions:
after finishing their current job, the workers won't be useful here until turn 8


Besancon:
Build queue:
bank->hospital->factory

Micromanagement:
turn 0: switch 2NE grass to railroaded plain (4f, 68s, 3fpt, 19spt)
turn 2: switch 2SW plain to W floodplain (10f, 106s, 5fpt, 18spt)
turn 5: finish bank, start hospital (25f, 0s, 5fpt, 18spt)
micromanage as the worker situation allows, try to get a full food box and finished hospital by turn 12

Worker actions:
railroad flatland as needed to get a full food box and finished hospital by turn 12


Rome:
Build queue:
courthouse->university

Micromanagement:
turn 0: switch to courthouse (4f, 2s, 4fpt, 1spt)
turn 4: new citizen should be working coal mountain (0f, 9s, 2fpt, 4spt)
turn 5: switch mountain to floodplain (2f, 13s, 6fpt, 1spt)
turn 8: new citizen should be working coal mountain (0f, 19s, 4fpt, 4spt)
turn 13: switch iron mountain to irrigated grass (0f, 41s, 5fpt, 4spt)

Worker actions:
railroad wheat and floodplain first, then irrigated grass, then hills or mountains (note that odd numbers of shields are preferred)

The micromanagement for Besancon and Rome will probably be altered based on worker actions
 
I didn't bother to update the screenshots, but that plain by Berlin is railroaded; the plains 2NW and 2SW of Besancon have been railroaded; and the S hill, wheat, floodplain, and 2NE grass by Rome have been railroaded.

Here's the posted instructions (they assume no worker actions):

Don't accept flips. Istakhr will be the city to capture from Persia.

Berlin:
Build queue:
colosseum as hospital prebuild->colosseum as factory prebuild

Micromanagement:
turn 0: (40f, 20s, 0fpt, 20spt)
turn 2: switch to hospital
turn 7: finish hospital, start colosseum as factory prebuild
switch to +1fpt, micromanage as the worker situation allows

Worker actions:
the workers won't be useful here until about turn 7


Besancon:
Build queue:
bank->hospital->factory

Micromanagement:
turn 0: switch SW plain to W floodplain
switch SE grass to NNE floodplain (7f, 87s, 7fpt, 19spt)
turn 1: switch SSW plain to SE grass (14f, 106s, 9fpt, 18spt)
turn 4: finish bank, start hospital (40f, 0s, 9fpt, 18spt)
micromanage as the worker situation allows, try to finish the hospital by turn 10 (average 26 2/3 spt)

Worker actions:
railroad wheats and SSW plain first, then other worked tiles


Rome:
Build queue:
iron works->courthouse->university

Micromanagement:
turn 0: (8f, 300s, 4fpt, 2spt)
turn 1: finish iron works, start courthouse (12f, 0s, 4fpt, 4spt)
turn 3: switch new citizen from coal mountain to S hill (0f, 12s, 3fpt, 8spt)
turn 4: switch hill to floodplain (3f, 20s, 7fpt, 4spt)
turn 5: new citizen should be working coal mountain (0f, 28s, 5fpt, 8spt)
turn 7: new citizen should be working iron mountain (0f, 50s, 3fpt, 14spt)
turn 8: switch iron mountain to 2NE grass (3f, 64s, 7fpt, 8spt)
turn 9: switch coal and iron mountains to grasses (0f, 78s, 11fpt, 4spt)
turn 10: courthouse finished, start on university
switch new citizen from coal mountain to S hill (0f, 0s, 10fpt, 10spt)
turn 11: the people love you!
new citizen should be working coal mountain
switch NNW grass to iron mountain (0f (or is it 10?), 20s, 5fpt, 28spt)

Worker actions:
railroad irrigated grass, hills, and mountains; workers may not be safe here, but you could try to get the courthouse completed on turn 9

The micromanagement for Besancon and Rome may be altered based on worker actions.
 
The number of cities governed by this office has increased with the capture of Istakhr from Persia. The second post has been updated. Among other things, I'll have to figure out whether the governor would choose a 1/4/2 or 4/0/3 tile when the city was at +3fpt before growth before figuring out the instructions.
 
Governor TimBentley,

Congratulations on the new city to manage! Please, if my troops got out of hand, let me know. I can always use a punishment detail or two.

I'll be moving several units from the force that captured the city into it as garrisons for the time being. This will certainly include a strong defensive unit.

While a bit down the road, I would expect to use Istakhar as a staging area when we remind the French that those who abuse the land as they do will be made part of the land. Permanently.

-- Ravensfire, Minister of Defense
 
Governor TimBentley,

Congratulations on having a new city to manage. I have noticed that it is somewhat lacking in culture compared to our other cities, even the newly joined Rome. We have managed to gain some gold in our treasury, so I wondered if your new city would benefit from a little rush building. Please would you let me know what your plans are in this matter and what you would require so that I can allocate funds accordingly.

Thank You,

President Furiey

edit: something else you may wish to consider: would you prefer to have a Japanese, English or Babylonian city on the other continent or on our home continent? If on our home continent, where would you prefer it eg: by the gems, and is there anything we can do to encourage settling in a particular spot eg: a worker wall with a hole in it.
 
Still haven't had time to think about Furiey's question. Here's the posted instructions:

Don't accept flips.

Berlin:
Build queue:
colosseum as factory prebuild->cavalries

Micromanagement:
turn 0: switch forest, both irrigated grasses to N grass, 2SW grass, 2SE BG (0f, 21s, 4fpt, 24spt)
turn 6: switch N grass to 2NW plain, NNE grass to NNW plain (if the hills are railroaded, switch to more food) (24f, 165s, 2fpt, 25spt)
turn 9: factory done, start cavalry (30f, 0s, 2fpt, 40spt)

Worker actions:
Have both hills railroaded by turn 9
Priorities: railroad hills; railroad irrigated grass; mine and railroad ESE grass; chop, mine, and railroad forests (in that case, switching to higher food would probably be best)


Besancon:
Build queue:
hospital->factory

Micromanagement:
turn 0: switch 2NE grass to NE desert (40f, 84s, 0fpt, 25spt)
turn 2: switch floodplain to 2NE grass (40f, 134s, -2fpt, 26spt)
turn 3: hospital done, start factory (or colosseum prebuild)
switch NE desert to floodplain (38f, 0s, 2fpt, 24spt)
turn 4: new citizen should be working N plain
switch NW desert to floodplain, switch 2NE grass to SW plain (0f, 25s, 8fpt, 22spt)
turn 7: floodplain should be railroaded by now (24f, 91s, 9fpt, 22spt)
turn 11: switch new citizen from desert to SE grass(0f, 181s, 11fpt, 22spt)
turn 13: factory done (22f, 0s, 11fpt, 22spt)

Worker actions:
Have 2NE grass railroaded by turn 2, floodplain railroaded by turn 4, floodplain railroaded by turn 7
Priorities: finish SE grass, railroad 2NE grass, railroad floodplains, railroad plains, railroad mountain, railroad irrigated grasses


Rome:
Build queue:
courthouse->university->factory

Micromanagement:
turn 0: (0f, 52s, 5fpt, 8spt)
turn 2: switch new citizen from iron mountain to 2NE grass(0f, 72s, 7fpt, 8spt)
turn 3: courthouse done, start on university
switch 2NE grass to iron mountain (7f, 0s, 3fpt, 18spt)
turn 4: switch new citizen from hill to 2NE grass (0f, 24s, 5fpt, 18spt)
turn 6: new citizen should be working hill
switch mountains to N, NNW grasses (0f, 66s, 10fpt, 10spt)
turn 7: the people love you
new citizen should be working coal mountain
switch NNW grass to SW hill (10f, 84s, 6fpt, 24spt)
turn 8: switch SW hill to NNW grass (16f, 108s, 8fpt, 18spt)
turn 11: new citizen should be working iron mountain (full granary)
switch NNW grass to SW hill (0f, 170s, 3fpt, 32spt)
turn 12: university done, start on factory (3f, 0s, 3fpt, 32spt)

Worker actions:
Priorities: railroad hills and grasses and coal mountain, irrigate and railroad deserts, mine and railroad mountains


Istakhr:
Build queue:
temple->library->workers

Micromanagement:
turn 0: rush temple for 192g
switch citizens to SE and NE floodplains (0f, 60s, 7fpt, 1spt)
turn 1: finish temple, start library (7f, 0s, 7fpt, 1spt)
turn 3: new citizen should be working mountain (0f, 4s, 5fpt, 3spt)
turn 7: citizens should be working 2 floodplains, mountain, SSE fur (0f, 17s, 7fpt, 4spt)
turn 8: switch floodplain to 2SE fur (7f, 21s, 6fpt, 5spt)
turn 9: switch fur to floodplain (13f, 26s, 7fpt, 4spt)
turn 10: switch new citizen from fur to floodplain (0f, 31s, 10fpt, 4spt)
turn 12: library->worker
citizens should now always work 3 floodplains, 2 furs, mountain (0f, 0s, 11fpt, 5spt)

Worker actions:
Have floodplain railroaded by turn 7, 2SE fur railroaded by turn 8, floodplain railroaded by turn 10
Priorities: railroad floodplain, railroad 2SE fur, railroad floodplain, railroad floodplains and plains, railroad mountains and desert, chop (although shields would be wasted), mine, railroad forest


The micromanagement may be altered based on worker actions.
 
That's a nice mistake to make: forgetting the half-priced university and finding Rome ahead of schedule.

Second post has been updated. There's actually a useful screenshot of a foreign city: Japan has settled Izumo on our continent. Question to ask myself: colosseums in Berlin and Besancon? (If I'm not mistaken, WLTKD would end when they reached size 14.)
 
Here's the posted instructions:

Don't accept flips.

Berlin:
Build queue:
granary->cavalries

Micromanagement:
turn 0: switch mined plains, hills to grasses
switch cav to granary (39f, 78s, 10fpt, 27spt)
turn 1: granary->cav
switch ESE grass, N grass to hills (50f, 27s, 9fpt, 31spt)
turn 2: new citizen should be working WNW plain
switch plain, hill to grasses (0f, 63s, 10fpt, 31spt)
turn 3: cav->cav (10f, 0s, 10fpt, 31spt)
turn 5: new citizen should be working hill (0f, 67s, 9fpt, 36spt)
turn 6: cav->cav
switch irrigated grass to plain (9f, 0s, 6fpt, 40spt)
turn 8: cav->cav (12f, 0s, 6fpt, 40spt)
turn 10: cav->cav (24f, 0s, 6fpt, 40spt)
turn 11: new citizen should be working plain
switch plain to irrigated grass (0f, 45s, 5fpt, 40spt)

Worker actions:
Priorities: railroad irrigated grass; chop, mine, and railroad forests (alter MM to get extra food in that case)


Besancon:
Build queue:
factory->cav->granary->cavs

Micromanagement:
turn 0: switch mountain to SE grass, switch desert to SSW plain (48f, 190s, 13fpt, 21spt)
turn 1: new citizen should be working mountain
switch SE grass to desert (0f, 214s, 7fpt, 26spt)
turn 2: factory done (7f, 0s, 7fpt, 39spt)
turn 3: switch irrigated plain to desert (14f, 39s, 4fpt, 42spt)
turn 4: cav->granary
switch deserts, mountain to irrigated grasses (18f, 0s, 16fpt, 30spt)
turn 6: granary->cav
switch irrigated grasses to mountain, 2 irrigated plains (50f, 0s, 10fpt, 37spt)
turn 7: new citizen should be working desert (0f, 40s, 8fpt, 40spt)

Worker actions:
Have all irrigated grasses railroaded by turn 4
Priorities: finish mountain, railroad plains, railroad irrigated grasses


Rome:
Build queue:
factory->bank->hospital->colosseum

Micromanagement:
turn 0: switch NNW grass to S hill (0f, 80s, 5fpt, 36spt)
turn 1: switch S hill to NNW grass (5f, 116s, 8fpt, 32spt)
turn 3: new citizen should be working S hill
switch S hill, iron mountain to SE desert, 2SW desert (0f, 184s, 10fpt, 26spt)
turn 5: factory->hospital
switch new citizen from iron mountain to desert (0f, 0s, 10fpt, 32spt)
turn 7: new citizen should be working iron mountain (0f, 74s, 8fpt, 42spt)
turn 8: switch desert to S hill (8f, 116s, 7fpt, 47spt)
turn 9: bank->hospital
switch deserts to hills (15f, 0s, 5fpt, 60spt)
turn 10: new citizen should be working mountain
switch 2 mountains, hill to 4 deserts (0f, 67s, 8fpt, 47spt)
turn 12: hospital->colosseum (placeholder)
switch 2 deserts to mountain, hill (16f, 0s, 5fpt, 60spt)
losing WLTKD would mess this up

Worker actions:
Have hills, mountain railroaded by turn 9, deserts railroaded by turn 10
Priorities: railroad hills, irrigate and railroad deserts, mine and railroad mountains


Istakhr:
Build queue:
workers

Micromanagement:
turn 0: switch 2 floodplains to 2 furs
turn 1: worker->worker
citizens should work floodplains (0f, 0s, 10fpt, 1spt)
turn 3: switch new citizen from mountain to fur (0f, 4s, 11fpt, 2spt)
turn 5: worker->worker
citizens should work 3 FPs, fur (0f, 0s, 11fpt, 2spt)
turn 7: new citizen should be working mountain (0f, 6s, 9fpt, 4spt)
turn 8: worker->worker
citizens should work 3 FPs, fur (9f, 0s, 11fpt, 2spt)
turn 9: switch new citizen from mountain to fur (0f, 4s, 12fpt, 3spt)
turn 11: worker->worker
citizens should work 3 FPs, 2 furs (0f, 0s, 12fpt, 3spt)
turn 13: citizens should work 6 FPs (0f, 8s, 20fpt, 1spt)
turn 14: worker->worker
citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build) (0f, 0s, 11fpt, 5spt)

Worker actions:
Have floodplain railroaded by turn 1, all floodplains railroad by turn 13
Priorities: railroad 2SE fur, railroad floodplains and plains, railroad mountains and desert, chop (although shields would be wasted), mine, railroad forest


The micromanagement may be altered based on worker actions or pollution.
 
Here's the posted instructions:

Berlin:
Build queue:
Heroic Epic->cavalries or infantries or wealth
start coal plant as stock exchange prebuild when possible

Micromanagement:
turn 0: switch to Heroic Epic
switch NE grass to ESE grass (0f, 0s, 4fpt, 66spt)
turn 2: switch 2SW grass to SSE grass (8f, 132s, 2fpt, 68spt)
turn 3: Heroic Epic finished
(feel free to change what is below)
switch NNW plain to irrigated grass (10f, 0s, 5fpt, 64spt)
turn 7: new citizen should be working plain (0f, 4fpt, 68spt)

Worker actions:
Have forest chopped, mined, railroaded by turn 2
Priorities: chop, mine, and railroad forest; mine three irrigated tiles (some time after turn 3, you can let city grow some first)


Besancon:
Build queue:
colosseum->cavalries or infantries or wealth
start coal plant as stock exchange prebuild when possible

Micromanagement:
turn 0: switch desert, wheat to SW irrigated plain, SSE mined plain (29f, 84s, 14fpt, 46spt)
turn 1: colosseum done

Worker actions:
Have all irrigated grasses railroaded by turn 4
Priorities: railroad plain, mine all but three irrigated tiles (you can let city grow some first)


Rome:
Build queue:
hospital->colosseum->cavalries or infantries or wealth
if it's clear Civantonia will finish Bach's, start military academy
start coal plant as stock exchange prebuild when possible

Micromanagement:
turn 0: switch mountains to deserts (9fpt, 48spt)
turn 1: hospital->colosseum
switch hill to coal mountain (12f, 0s, 8fpt, 54spt)
turn 2: switch new citizen from iron to desert (20f, 63s, 8fpt, 57spt)
turn 3: colosseum done

Worker actions:
Have desert irrigated and railroaded by turn 2
Priorities: irrigate and railroad desert, mine and railroad mountains, irrigate wheat


Istakhr:
Build queue:
cathedral->workers

Micromanagement:
turn 0: switch all citizens to floodplain
rush cathedral for 602g (0f, 160s, 20fpt, 1spt)
turn 1: cathedral->worker
citizens should work 2 mountains, 3 furs, forest, floodplain (0f, 0s, 2fpt, 10spt)
turn 2: worker->worker
citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build) (0f, 0s, 11fpt, 5spt)

Worker actions:
Have floodplain railroaded by turn 0
Priorities: railroad floodplain, railroad plains, railroad mountains and desert; chop (although shields would be wasted), mine, railroad forest


The micromanagement may be altered based on worker actions or pollution.
 
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