Term 9 - Governors Council

Sweetacshon

In the foetal position
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Term 9 Governor's Council:

Minister of the Interior - Sweetacshon

Governors -

Cities:
Boaring Wallow - vacant

States:
Greater Licentia - CivGeneral
Confusion - Oldbus



The purpose of the Governor's Council:
Spoiler :
1. The Governors may move any workers or garrison units assigned to them anywhere in there city's radius or state boundaries.
2. The Governor shall work with the Minister of the Interior to decide which improvement shall be built.
3. The Designated Player shall act as Governor of any cities build during his play session at the end of which, the office is declared vacant.
4. The Minister of the Interior shall be in control of all workers not assigned to Governors.
5. The Minister of the Interior shall designate any specialization of Cities
6. The Minister of the Interior shall designate how many units of each type to produce.
A. The Governors may work it out amongst themselves on which city actually produces what.
7. The Minister of the Interior may decide where to build any Citizens Assembly approved Wonder.
8. The Governors Council may veto the actions of any member of the Cabinet with a 6/10 (60%) majority.
 
Welcome, Governors, to the 9th Governors Council. We have two things to discuss initially, or in fact ever, so it seems: Military, and the Economy.

Firstly, military (and I include the navy in this), we are not at war, so it is a matter of bolstering the current garrisons which were depleted during Germany's invasion, and producing a stockpile of attacking/ counter-attacking units using the latest technologies to make us... less interesting to our more aggressive neighbors and trading partners. Al of this, of course, without breaking the bank.

Secondly, the economy, which I hate to say, is the worst in the world, as far as we know. I believe the answer to this is intense specialisation of our cities, especially in the jungle territory. We will work together to implement our plans for these cities, and to this end I would like to begin proceedings by getting you to post a list of what your cities are currently producing, which should provide an overview and stimulate discussions on increasing specialisation and reducing overlaps. This may be a good exercise between each TC? What are your thoughts here?

Furthermore, I will initially take control of all workers, however I would appreciate it if you could tell me where you hink improvements are neccessary around the cities. Of coure, this is intimately tied to the specialisation plans, and this will be an ongoing discussion. I believe priorities are:
  • completing the road network
  • jungle chops
  • cottages, cottages
  • gearing the production cities
  • Reddot

Please express your thoughts on any of these matters, as the GC is the foundation of our civiisation.
 
As SoW I would like each city to have 1 garrison unit. IF your city doesnt want a garrsion unit please turn it over to my control. IF your city has more than one..please consider turning it over to me...

My plan is to place units between cities to help spread the garrisoning protection. This will allow us to build a more offensive force.

I would like the cities to try to build units for 2 or 3 builds then build something else to benefit your city or our country. If you want to build more units... please do.

I would like to see a rough mix of 50% catapults or siege units, 30% foot units(2/3 city raiders(maces) 1/3 horse killers) and finally 20% fast units. Figure it out amongst yourselves. my suggestion would be to build fast units in the north and foot units in the south.

The goal for my office this term is to get us ready..A war is coming we need to be ready. When we go to war..we will be heavy on the seige/collateral units. A stack of 10 cats, 4 maces, 2 spears/pikes and 4 horse archers will take any city in 2 turns
 
As for the production. Abydos rates # ichi (I) in production where as Reddot comes down to # yon (IV) dead last in production.

I am glad that I dont have to put lines above the Roman Numerals... ...yet :hmm:.
 
Okay, not much of a response to that, eh? I have allocated workers to tasks that I felt needed doing most..I will keep control of the workers due to DPs not really taking enough care or reading instructions - if you check the save you will see things built outside boundaries and cottages in production cities, etc, so having all worker actions in one place might solve this problem. However this means you will have to inform me of anything you want done around the cities so I can list it.

Secondly, specialisation... we'll get onto that after this TC, but here are some screenshots to think about:
EDIT scratch that I'll post them after the TC
 
What about my units? :) I left it open for your guys to decide ..dont make me give stronger suggestions. :)
 
Give us a chance to reply folks (some of us have busy RL ;) )

I've given a more complete summary of each city in my Governor's thread


MoI

I realise you're keen to maximise the workers, but there is an awful lot to down here in Confusion. From a Governor's point of view, the cities that require workers urgently are Old Sarai (needs farm and mines) and Const Falls (need to sort out forest, jungle, farms and cottages). Toot Uncommon (needs road to corn) and Basillica (cottages) are less urgent.

It would be lovely if you could give me 2 groups of 2 workers, but if not 2 individual workers would be OK. I think it will make life a lot easier when it comes to TC instructions.


SoW

Not really my area any more, but I noticed there has been a big expansion of German borders east of Toot Uncommon. I think we need to take a close a look as possible.

Garrison changes: New Port City can lose an archer, Fort Impervious needs another unit at least (crossbow and/or spear) - this is a border town with a wonder, Basillica: I would like to keep a crossbow, axe, spear and archer. Other units can go if required.

Otherwise, I think the garrisons are fine. I would like to keep 2 units in Toot Uncommon and Cost Falls - they are border towns.

Military unit production: Only 2 cities (Toot Unc. and Basillica) have barracks. Old Sarai needs one as soon as possible as it has production potential. Fort Imp. is a GPP town, so I don't expect it to build military units. Const Falls has a Barracks in it's build queue, but I want to drop that as it needs Happiness, so a Colosseum is more urgent.

Currently my cities have 2 military units in the queue: 2 macemen. I think 2 military units is OK until we have a barracks in Old Sarai and then I think 3 military units in build queues at any one time is a reasonable peace-time level for this state.


SoS

I think we need to trade for some healthy goods as soon as possible. Monty and Alex have crabs etc and I can't think of any way to increase healthiness in Fort Impervious until we can build grocers. Until then, FI has to stagnate or lose GPP.


EDIT: I hope to produce an updated edition of the Atlas next week. I'm hoping I'll have a bit more time in the evenings now, and a few people seem to be getting back to the DG so it seems even more worthwhile. Plus we've changed states and renamed things
 
Oldbus said:
Give us a chance to reply folks (some of us have busy RL ;) )
Especialy some of us are trying to get an internship running and set :p.
 
All encompassing, as always, Oldbus :thumbsup:

I've just noticed that worker instruction aren't really followed sometimes when in Guv's TC posts, so I'l keep them all together in the MoI post. Have you had a look at the TCIT yet? Tell me if there is anything else you want done. We seem to have the same ideas about the cities, and we can go thru it more thoroughly after this TC. I'll have another look, but basically it's 2 for Const Falls, 2 OS, 2 Toot, 1 Abydos, 1 Reddot, 1 FI, and 2 on roads for this TC.
 
The instructions look OK. My only worry was that it adds to possible confusion (and there's more than enough Confusion in my state already :lol: ) if there are 2 of us trying to make sure the instructions are OK.

Hopefully I'll have time after this TC and befor ethe next to draw up what I think are the priority improvements for each of my cities (note: I'll leave you to decide about roads).
 
Yep, the roads seem ok except for that part between Basc and Const Falls, but that will be done soon. Agreed, we can discuss the rest after TC.
 
Ahem.. should've done this some time ago, but have been busy... I mean lazy. And sorry, Oldbus, I didn'tn intentionally ignore the instructions you asked for, but was just low on time.

Civ4ScreenShot0090.JPGCiv4ScreenShot0091.JPGCiv4ScreenShot0092.JPG

I should've put yields on the screenshots:
FI all farms of course
NPC has enough cottages for now, although we could stick one more on that jungle plot. After it produces it's GP (soon) it might be better off concentrating on it's cottages, but .....
OS (Robboo's plan) needs 8 farms in all, and this fills all tiles, so it's just a matter of farming and mining
Const Falls need 3 farms (apart from the wheat) and has one already, so I suggest 1NW and 1N2W with everything else eventually mined or cottaged
Toot needs 8 farms, which it'll have soon, so 8 farms, 9 mines, 2 cottage, 1 lumbermill (I suppose)
Bascilica (at current borders) needs 2 farms 1NE 1N2E, cottage the rest.
 
Sounds good - I haven't got Civ in front of me tocheck, but I'll trust you on this ;)
 
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