Term 7 Expatriate Governor

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
Okay, I'll try to abstain from babbling useless information in this post. Except that I already have. Which implies that I really intended to do so to amuse myself. Here's the traditional pointless link to the term 6 thread.

Governor: the person who wrote this post
Deputy: there aren't enough people still here for anyone to want to be a deputy
 
Here is Berlin in 1766 AD:

It has 16% corruption.

Here is Besancon in 1766 AD:

It has 17% corruption.

Here is Rome in 1766 AD:

It has 21% corruption.

Here is Istakhr in 1766 AD:

It has 14% corruption.

Here is Samarra in 1766 AD:

It has 87% corruption.

Here is Oxford in 1766 AD:

It has 90% corruption.

Here is Kyoto in 1766 AD:

It has 90% corruption.
 
I'll may not get to finishing the first two posts until tomorrow or Saturday. Here are the posted instructions:

Berlin:
Build queue:
coal plant as stock exchange prebuild->police station->military

Micromanagement:
turn 0: switch two mined plains to grasses (26f, 0s, 4fpt, 66spt)
turn 1: new citizen should be working plain (0f, 70s, 3fpt, 70spt)
turn 2: switch to stock exchange (3f, 140s, 3fpt, 70spt)
turn 3: stock exchange->police station (6f, 0s, 3fpt, 70spt)
turn 5: police station done

Worker actions:
Priorities: mine one irrigated tile when it gets to size 20


Besancon:
Build queue:
coal plant as stock exchange prebuild->police station->military

Micromanagement:
turn 0: (9f, 0s, 9fpt, 66spt)
turn 2: switch to stock exchange (27f, 132s, 7fpt, 68spt)
turn 3: stock exchange->police station (34f, 0s, 7fpt, 68spt)

Worker actions:
Have something mined by turn 2
Priorities: mining two tiles should be good enough for now, eventually mine all but three irrigated tiles


Rome:
Build queue:
military academy->stock exchange->police station->army->military

Micromanagement:
turn 0: switch mountain to desert (5f, 180s, 3fpt, 84spt)
turn 2: (11f, 348s, 5fpt, 81spt)
turn 3: military academy->stock exchange (16f, 0s, 5fpt, 81spt)
turn 5: stock exchange->police station (26f, 0s, 5fpt, 81spt)
turn 7: police station->army (36f, 0s, 5fpt, 93spt)
turn 8: new citizen should be working mountain (0f, 102s, 3fpt, 102spt)
turn 11: army done (9f, 0s, 3fpt, 102spt)

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


Istakhr:
Build queue:
workers

Micromanagement:
citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build)

Worker actions:
Have floodplain railroaded by turn 0
Priorities: railroad and mine (don't need to mine what's already irrigated) plains, railroad and mine deserts; chop (although shields would be wasted), mine, railroad forest


The micromanagement may be altered based on worker actions or pollution.
 
First two posts updated. Since France should be dead before too long (and thus French slaves can be joined to cities without problems), Istakhr will switch production. I'll have to see what civs are giving us war happiness (and I just suggested peace with at least one of them).
 
Without knowing the foreign affairs plans, I can't be sure whether the war happiness from Rome will end and therefore whether Istakhr would lose WLTKD on turn 5, so I planned for both cases. I may build a factory in Istakhr after the market instead of the university. Here are the posted instructions:

Berlin:
Build queue:
military

Micromanagement:
turn 0: switch mined grass to plain

Worker actions:
Priorities: mine one irrigated tile when it gets to size 20 if you feel like it


Besancon:
Build queue:
military

Worker actions:
Priorities: mine up to two tiles if you feel like it


Rome:
Build queue:
police station->army->military

Micromanagement:
turn 0: switch SSW mountain (always leave that mountain for Istakhr) to different mountain

Worker actions:
Priorities: irrigate wheat, you could join workers if you want


Istakhr:
Build queue:
courthouse->market->university

Micromanagement:
This assumes signing peace with Rome and therefore the loss of WLTKD on turn 5; see below if WLTKD continues
turn 0: switch mountain, 2 FPs to fur, 2 irrigated plains (11f, 7s, 10fpt, 7spt)
turn 1: new citizen should be working mountain
switch plain to floodplain (0f, 17s, 10fpt, 9spt)
turn 5: new citizen should be working mountain
switch plain to mined plain (0f, 56s, 6fpt, 12spt)
turn 7: courthouse->market (12f, 0s, 6fpt, 14spt)
turn 9: switch mined plain to irrigated plain (24f, 28s, 8fpt, 12spt)
turn 11: switch new citizen from mined plain to floodplain (0f, 54s, 11fpt, 12spt)
turn 14: market->university
the people love you (although they may not make this known until the next turn)
switch floodplain to mined plain (33f, 0s, 7fpt, 16spt)
turn 15: new citizen should be working mined plain
switch irrigated plain to floodplain
switch mountain to floodplain (0f, 19s, 13fpt, 15spt)
turn 17: switch mountain to mined plain (26f, 49s, 14fpt, 14spt)
If WLTKD continued:
Spoiler :
turn 5: switch plain to floodplain (0f, 56s, 10fpt, 12spt)
turn 7: courthouse->market (20f, 0s, 10fpt, 13spt)
turn 9: new citizen should be working mined plain (0f, 39s, 9fpt, 16spt)
turn 12: switch mined plain to floodplain (27f, 87s, 13fpt, 13spt)
turn 13: market->university
new citizen should be working mined plain
switch mountain to mined plain (0f, 0s, 13fpt, 15spt)
turn 15: switch mountain to mined plain (26f, 30s, 14fpt, 14spt)


Worker actions:
Have 2NW plain mined by turn 5; have forest chopped (and quickly mined and railroaded) from turn 7 to turn 13, have irrigated plain mined by turn 17
If WLTKD continued:
Spoiler :
chop, mine, railroad forest on turn 7 to 11 (if at any other time, change MM), mine 2NW plain by turn 13, mine irrigated plain by turn 15

Priorities: mine (don't need to immediately mine what's already irrigated) plains, mine deserts, chop , mine, railroad forest; you could join workers if you wanted (of course that would completely nullify my micromanagement, but would be useful)


The micromanagement may be altered based on worker actions or pollution.
 
I decided to include instructions for both governorships in one post, since Augean Stables' was so short. Here are the expatriate instructions (Augean Stables' is basically what I had written):

Berlin:
Build queue:
wealth
start tank prebuild one turn before motorized transportation if you want


Besancon:
Build queue:
wealth
start tank prebuild one turn before motorized transportation if you want

Micromanagement:
switch entertainer to different specialist (note that all specialists would allow 80% to finish in 5 turns)


Rome:
Build queue:
wealth
build army (disband cav army with build set to coal plant) at your leisure


Istakhr:
Build queue:
university->hospital->factory

Micromanagement:
turn 0: switch NNE mountain to floodplain (20f, 36s, 10fpt, 15spt)
turn 2: new citizen should be working mountain
switch mountain, mined plain to floodplains (0f, 69s, 17fpt, 12spt)
turn 3: switch 3 floodplains to mountain, mined plain, irrigated plain (17f, 81s, 6fpt, 19spt)
turn 4: university->hospital
switch mountain, mined plain, irrigated plain to 3 floodplains (23f, 0s, 17fpt, 12spt)
turn 5: new citizen should be working mountain
WLTKD ends
switch 2 floodplains to mined plains
switch mountain to mined plain (0f, 15s, 8fpt, 18spt)
turn 10: switch new citizen from mountain to floodplain (0f, 108s, 11fpt, 18spt)
turn 12: switch mined plain to floodplain (22f, 144s, 15fpt, 16spt)
turn 13: hospital->factory
switch 3 floodplains to mined plains (37f, 0s, 3fpt, 23spt)
turn 14: new citizen should be working mined plain (0f, 25s, 2fpt, 25spt)

Worker actions:
Have plain mined by turn 5, 2 more mined by 13
join some workers on turn 14 and mine more tiles if you want

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

Berlin:
Build queue:
tanks
eventually airport->bombers if you want


Besancon:
Build queue:
tanks
eventually airport->bombers if you want


Rome:
Build queue:
tanks
eventually airport->bombers if you want


Istakhr:
Build queue:
hospital->colosseum->factory

Micromanagement and worker actions:
turn 0: mine fur, switch mined plain to floodplain (11f, 126s, 13fpt, 17spt)
turn 2: hospital->colosseum (37f, 0s, 13fpt, 17spt)
turn 3: new citizen should be working mined plain
join 6 workers (natives, then German or French)
mine all plains
work everything except desert (0f, 20s, 3fpt, 35spt)
turn 6: colosseum->factory
join worker (9f, 0s, 1fpt, 37spt)
turn 13: factory->police station (16f, 0s, 1fpt, 74spt)

The micromanagement may be altered based on worker actions or pollution.
 
Second post updated. Here will be the probable instructions:

Samarra, Oxford, and Kyoto will be the cities to capture.

Berlin:
Build queue:
bombers (or tanks if you want)
Build a research lab when possible


Besancon:
Build queue:
bombers (or tanks if you want)
Build a research lab when possible


Rome:
Build queue:
tanks (or airport->bombers if you want)
Build a research lab when possible


Istakhr:
Build queue:
factory->research lab->police station->bank->stock exchange->military

Micromanagement and worker actions:
turn 0: join worker (15f, 0s, 1fpt, 38spt)
turn 5: factory->research lab (20f, 0s, 1fpt, 76spt)
turn 8: research lab->police station (203f, 0s, 1fpt, 76spt)
turn 11: police station->bank (25f, 0s, 1fpt, 84spt)
turn 13: bank->stock exchange (27f, 0s, 1fpt, 84spt)
turn 16: stock exchange done (30f, 0s, 1fpt, 84spt)

The micromanagement may be altered based on worker actions or pollution.
 
The Japanese war has gone well, and we have captured Samarra, Oxford, and Kyoto. I'll get screenshots and such up tomorrow. We're on pace to learn fission in 5 turns, so hopefully we'll get an MGL soon after then (when the SGL rushes the UN in Styx). The only potential problem there would be a lack of units to kill. I just realized Rome should be able to build another army now.
 
Here are the posted instructions (yes, Augean Stables is here too, who cares):
Note: these instructions make the assumption that we get a MGL on turn 5 after having rushed the UN, so that the forbidden palace is rushed in Oxford. If this does not happen, Samarra won't be affected too much, and Oxford and Kyoto's production will be slower while their food still increases.

Berlin:
Build queue:
military


Besancon:
Build queue:
military


Rome:
Build queue:
army->military


Istakhr:
Build queue:
military


Augean Stables:
Build queue:
military


Samarra:
Build queue:
market->cathedral

Micromanagement and worker actions:
turn 0: switch to market (8f, 18s, 4fpt, 2spt)
turn 1: irrigate NE and 2NE grasses
hire two citizens as civil engineers, two citizens should work irrigated grasses (12f, 20s, 4fpt, 5spt (counting civil engineers))
turn 3: switch new citizen from grass to civil engineer (0f, 30s, 2fpt, 7spt)
turn 6: citizens should work fish, 2 BGs, rubber, mined grass, civil engineer (6f, 51s, 2fpt, 9spt)
turn 9: irrigate worked mined grass (12f, 78s, 4fpt, 7spt)
turn 11: new citizen should be working mined grass
switch civil engineer to entertainer (0f, 94s, 4fpt, 7spt)
turn 12: market done
put entertainer to work on mined grass (4f, 0s, 6fpt, 8spt)


Oxford:
Build queue:
library->wealth if necessary->forbidden palace->cathedral

Micromanagement and worker actions:
turn 0: switch coasts to civil engineers (3f, 3s, 0fpt, 9spt)
turn 3: citizens should work 5 irrigated grasses, 2 civil engineers (3f, 30s, 8fpt, 5spt)
turn 5: library->wealth
rush forbidden palace? :fingers crossed:
put civil engineers to work on 2 irrigated grasses (19f, 0s, 16fpt, 1spt)
turn 6: forbidden palace->cathedral
mine 5 BGs (35f, 0s, 6fpt, 14spt)
turn 7: new citizen should be working grass (0f, 14s, 8fpt, 14spt)
join 3 workers if you can (14fpt)
mine 4 grasses (0f, 14s, 6fpt, 21spt)
turn 14: cathedral done
new citizen should be working grass (0f, 0s, 8fpt, 21spt)


Kyoto:
Build queue:
temple->market->cathedral

Micromanagement and worker actions:
turn 0: rush temple for 232g
switch plain to railroaded plain, switch grass to irrigated grass (0f, 60s, 7fpt, 1spt)
turn 1: temple->market
railroad two irrigated grasses, ivory, switch mined grass to civil engineer (7f, 0s, 8fpt, 3spt)
turn 2: switch plain to civil engineer (15f, 3s, 5fpt, 5spt)
turn 3: new citizen should be working railroaded plain (0f, 8s, 6fpt, 5spt)
turn 5: citizens should work 5 irrigated grass (including 4 irrigated BGs would be good), 2 civil engineers (12f, 18s, 8fpt, 5spt)
the 2NE BG should be railroaded by now
turn 6: switch 2 civil engineers to mined BG, hill
mine 3 BGs (18f, 23s, 5fpt, 20spt)
the hill and NNE BG should be railroaded by now
turn 9: irrigate BG (33f, 83s, 7fpt, 18spt)
turn 10: market->cathedral
join some workers if you want
since this is open-ended I'll stop MM details here

Railroad 2NE BG whenever you have workers available, by turn 5.
Railroad hill, NNE BG by turn 6

The micromanagement may be altered based on worker actions or pollution.
If I've screwed up happiness counting (Samarra should need its specialist from turn 6 to 12), fix the specialists.
 
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