What to do with Alluares?

gert-janl

Alive!!!
Joined
Dec 29, 2002
Messages
511
Location
The Netherlands
As Chieftess pointed out in her City Build Discussion thread, the governor’s actions are usually far from democratic. I would like to start a discussion about the province of Alluares, and its role in an upcoming war against the Babylonians.

The facts are easy: Alluares is, although progress is made, still an unproductive, small province, which is not likely to change in the next few turnchats due to the occupation of jungle in most province tiles. Requests have been made by the Ministry of Defense (and the Mayor of Mister Roger’s Neiberhood) to start developing a military infrastructure: i.e. by building barracks, or even start unit production.

In my opinion Alluares is not ready yet to become a unit producer. For now it takes 10 turns to build a musketeer or a longbowman, while it takes 12 turns to produce a knight in our most productive city. Before a barracks is built and the first units are finished, the war is likely to be over. Therefore I think it may be wisest to continue to build a granary, that can be filled easily with all the grasslands that will be left, when the jungle is cleared.

On the other hand at least a barracks in Mister Roger’s Neiberhood may be useful since units can heal here in only one turn and can be upgraded.

My view for now is to request the following production in the next turnchat:
Mister Roger’s Neiberhood: Switch production to Barracks (finished in 3 turns) then (re)start Granary (15 turns).
Acheron: Rush Courthouse (200 gold) if approved by the Senate, build Library (approx. 20 turns)
Vandopolis: Finish Library (2 turns), start building a granary (10 turns)

Please let hear your opinion on this matter: should Alluares produce military right now, or should it continue its granary building?
 
I don not think that Mr. Rogers Nieghborhood (MRN) should
produce military units before the granary. I think there are many
other more productive cities that could produce military units.
MRN is not productive enough to make units for the war in the
time needed. The war will over before MRN can produce 1 or 2
units. In conclusion, continue to build granaries, at least in MRN.
 
I prefer to use this province, for now, for the support of the nation. That is workers, defense and workers. Clear that jungle !
One day this province will become a production powerhouse. I don't know if that is a powerhouse for economics and science or military, but either is good for our nation.

There is 1 extra addition to this discussion; flips. I want to keep those cities. Preventing flips can be done in 2 ways; culture and units. I prefer culture as it has the added bonus of protecting flips nation-wide. Units only protect the city local wise.
 
I agree with the culture in the border cities. Although... Once we take Babylonian cities, it'll relieve the cultural pressure. I'd rather rush culture in future Babylonian cities, though, just so they don't flip.
 
IMHO this is another example of very poor tile improvement. I would have irrigated tiles (especially in Mr. Roger's) to reach pop 6 asap and trigger wltkd. This would half the flip risk and push production because of the reduced waste.
 
You are right with the WLTKD thing! I added that goal in the provincial thread: that is a good way of ensuring growth and prosperity of the province.

Does someone know if building a courthouse in a WLTKD city decreases corruption further? Because in that case it won't hurt to continue working on a courthouse in Acheron.

About the 'poor tile improvements'...Alluares have suffered from the surrounding jungle for ages. Now that more room is available, Alluares can focus it's workers to work the cleared tiles. But I definitely want to call it 'very poor tile improvement'. It's a long way...and there is still much to do.:)
 
With "poor" I meant mine instead of irrigation.

WLTKD only reduces waste (shield loss) not corruption (commerce loss). (Police stations reduce both.) And since wltkd may end, building a courthouse is correct.
 
With the Russian War almost over, and a possible new war against Babylon, it may be time to reconsider builds in Alluares.

As Tao pointed out somewhere else, it may be wise to start building scientific improvements right now, instead of waiting untill the war is over. Currently Alluares can build Cavalry in 6 turns in all its cities.

I would like to hear some reactions on the following proposal:

-Switching these cavalry units to scientific improvements and aquaducts (where needed).

As posted elsewhere on the forum, the war against Babylon may also take only a few turns, so the war is likely to be over when the Cavalry units are produced.

Discuss...:)
 
Back
Top Bottom