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Old January 3, 2003, 12:42   #1
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Worker integration project
This thread is intended to host a project for worker integration.
I don't have much time, so I'll update it when I do pauses during my real life work, and as such, it is a work in progress.

Part 1 : the population potential in cities.

Everything here comes from the 1305 save. "Max population" means the maximum population the city should reach with the its agricultural potential, once all improvements have been built. It doesn't count tile overlap, which means pop maxes are higher than real in densely city-ed zones (such as the Apolyton - Gotham zone)

Muncie
Max population : 21
Hospital built in 1325 AB
Current pop : 12

Here It Is :
Max population : 20-21
Hospital built in 1350 AB
Current pop : 12

Del Monte
Max population : 20-21
Hospital : not planned
Current pop : 12

Apolyton
Max population : 21-22
Hospital : not planned
Current pop : 12

Banana HQ
Max population : 21
Hospital : not planned
Current pop : 11 (growth in 10 turns)

The Forbidden City
Max pop : 22
Hospital built in 1350 AB
Current pop : 12

Gaia
Max population : 24
Hospital not planned
Current pop : 12

Port Rouge
Max population : 25-26
Hospital built in 1420 AB
Current pop : 12

Howitzerville
Max population : not sure yet
Hospital not planned. Aqueduct not needed
Current pop : 6 (growth in one turn)

Termina
Max population : 23
Hospital not planned
Current pop : 12

El Duderino
Max population : 21
Hospital not planned
Current pop : 11 (growth in 4 turns)

Rheims
Max population : 25
Hospital not planned
Current pop : 10 (growth in 4 turns)

Lhasa
Max pop : 12
Aqueduct built in 1330 AB
Current pop : 6

Arbela
Max pop : 15
Hospital built in 1385 AB
Current pop 12

Timeline
Max pop : 24
Hospital built in 1345 AB
Current pop : 12

Tassagrad
Max pop : 22
Hospital not planned
Current pop : 12

Antioch
Max pop : 21
Hospital not planned
Current pop : 12

Tarsus
Max pop : 22-23
Hospital not planned
Current pop : 12

Macross City
Max pop : 26-27
Hospital built in ca. 1410 AB
Current pop : 12

Willsbury
Max pop : 25
Hospital not planned
Current pop : 12

Chartres
Max pop : 22
Hospital built in 1405 AB
Current pop : 9 (growth in 2 turns)

Bacteria
Max pop : 22-23
Hospital built in 1430 AB
Current pop : 10 (growth in 4 turns)

Seeberg
Max pop : 21
Hospital not planned
Current pop : 12

Los Alamos
Max pop : 21-22
Hospital not planned
Current pop : 9 (growth in 5 turns)

Ubergorsk
Max pop : 22
Hospital not planned
Current pop : 12

Jerusalem
Max pop : 19-20
Hospital not planned
Current pop : 10 (growth in 13 turns)

GeoFront
Max pop : 22-23
Hospital not planned
Current pop : 9 (growth in 6 turns)

Napoleton
Max pop : 20-21
Hospital not planned
Current pop : 9 (growth in 2 turns)

Hannover
Max pop : not sure yet
Aqueduct not planned
Current pop : 5 (no growth expected)

Loveshack
Max pop : 22
Hospital not planned
Current pop : 10 (growth in one turn)

Dijon
Max pop : 21
Aqueduct built in 1350 AB
Current pop : 6

Arcadia
Max pop : 17
Aqueduct built in 1355 AB
Current pop : 5 (growth in 3 turns)

Brundisium
Max pop : not sure yet
Hospital not planned
Current pop : 2 (growth in 9 turns)

Solace
Max pop : 23
Hospital not planned
Current pop : 8 (growth in 3 turns)

Chiquita
Max pop : 21
Hospital not planned
Current pop : 10 (growth in 3 turns)

Heroes' Summit
Max pop : not sure yet
Aqueduct not planned
Current pop : 1 (should become 6 this turn)

New York
Max pop : 22-23
Hospital not planned
Current pop : 12

Another Glorious City
Max Pop : 22
Hospital not planned
Current pop : 11 (growth in 5 turns)

Opiadom
Max pop : 23
Hospital not planned
Current pop : 8 (growth in 3 turns)

Oak Ridge
Max pop : 24
Hospital not planned
Current pop : 9 (growth in one turn)

Welsh Coast
Max pop : 23
Hospital not planned
Current pop : 7 (growth in 8 turns)

Port of Malignance
Max pop : 22
Hospital not planned
Current pop : 12

Gotham
Max pop : 23
Hospital built in 1380 AB
Current pop : 12

Boomtown
Max pop : 22-23
Hospital not planned
Current pop : 11 (growth in 3 turns)

Ghengistown
Max pop : 25
Hospital built in 1350 AB
Current pop : 12

Shiberport
Max pop : 23
Hospital not planned
Current pop : 8 (growth in one turn)

Hole in the Wall
Max pop : 20-21
Aqueduct built in 1360 AB
Current pop : 6

San Cortes
Max pop : 9
Hospital not planned
Current pop : 8 (growth in 3 turns)

Neon Uber City
Max pop : 22
Hospital not planned
Current pop : 7 (growth in 9 turns)

Ferropolis
Max pop : 20
Hospital not planned
Current pop : 12

Port of Where Its At
Max pop : 25
Aqueduct built in 1400 AB
Current pop : 6
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Last edited by Spiffor; January 9, 2003 at 10:43.
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Old January 3, 2003, 12:52   #2
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Spiffor, that's amazing! This is just what we needed.
Excellent job!
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Old January 3, 2003, 13:04   #3
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Due to pop above 20 being of limited value, ie specialists are not worth much, we have many cities where additional mining is indicated.
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Old January 3, 2003, 13:36   #4
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Roadcage : you are right. Unfortunately, I don't think I'll ever want to make such a mining plan before next turnchat, so we'll have to wait a bit (again, if anybody wants to design such a plan, he is really more than welcome ; doing all this PW job is exhausting). Also, many cities will have a max size 21, because of the 2 food excedent produced within the city tile.
Also, please all remember these are only estimates, which can be proven wrong by one pop or two, or by one turn or 2 (things can change, and I counted quickly in each city). SO these figures are not to be taken religiously, but rather should indicate what our general needs are.

If RAs, or any involved citizen, want to make detailed demographic estimations of their cities, they are more than welcome.
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Old January 3, 2003, 17:19   #5
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Thank You Spiffor
Thanks for looking into this and providing us with a proper plan for Integrating the Workers into the Cities.

I have, 2 suggestions/requests:

1) build a couple of Settlers, if possible, for the Russian & German Razed Cities.

2) see if we can build a few more Workers in the Cities that are not quite ready to get their Hospitals. That way, they can be quicly integrated back for a larger overall increase when they do get the hospitals.

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Old January 3, 2003, 17:58   #6
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Growth of Metropolises can be slow, so that makes integration more important.
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Old January 3, 2003, 21:21   #7
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I also would liek to put some suggestions in now.
1) Start with american,french and persian workers.
2) German workers come in after germany is taken.
3) All other workers join cities on the opposite side of the continent from their nation(captured romans and greeks go to persia, captured english and aztecs go to old france and the Se). This will help on culture flip because of the capital distance factor being 1/2000+ instead of 1/500+ it would be at in near cities. Please consult culture flipping formula when putting workers into cities.
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Old January 3, 2003, 21:51   #8
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Aggie, having the Romans on the other side (etc.) won't help, because for a city to flip to, say, Germany, it doesn't matter how many Germans are in there, it matters how many NON-APOLYTONIANS. While this may not make sense, that's actually how it works.
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Old January 3, 2003, 22:37   #9
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Aggie:
I like your firs two points.

I think that skywalker is right, so to temper the non-apolytonians...

We likely want to keep foreigners to about 25% of a cities population MAX.

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Old January 4, 2003, 03:02   #10
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Aggie : yes, that was what I intended to do.
I will NOT integrate any foreigner whose country is at war with us.
I won't hesitate to heavily integrate French workers in some cities. AFAIK, there is no risk of cultural reversion towards France. But I will integrate, say Greek workers, in cities far from Greece, and without any cultural risk (say Muncie, Forbidden City...)

Skywalker : in the formula, the word 'foreign' seems to mean "belonging to the Civ which could profit from the culture flip". While I cannot be sure (has anyone from the strategy forum confirmed what precisely "foreign" means ?), it is more than likely that adding foreign workers near the English border will be risky only if the workers are English, here is why I think so :

- in the formula, all occurences to 'foreign' means 'belonging to the threatening culture'. By extention, 'foreign' citizens should mean "citizens who belong to the threatening culture" (of which I cannot be completely sure, that's why I ordered to integrate natives in Howitzerville and Heroes' Summit)

- Civ3 keeps the concept of nationality during the whole game. Each citizen, each worker and settler in the game is flagged with his own nationality, not just in terms of 'foreign' and 'nationals'. If you select a Persian worker, the game displays "Worker (Persian)" at the bottom right of the page, not 'Worker (Foreign)"

- In the case of cities next to several borders (for example San Cortes), the game must resolve to whom the city would flip. It can only do so by knowing the nationality of the threatening elements (like how many tiles within the radius the Greeks have, how many Greek citizens are there)


Again, this is just assumption, but I think there are good reasons to assume so. Only Soren could tell us precisely. But in cities with unsignificant risk of culture flip, I will not hesitate to integrate workers from another culture than the neighbouring one.
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Old January 4, 2003, 14:33   #11
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hi ,

, good planning

what about cities we capture and plan to keep

have a nice day
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Old January 4, 2003, 16:11   #12
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Quote:
Start with american,french and persian workers
Persia is still in the game with 2 cities west of Germany. Which by the way I think we want to take as a staging ground for the Northern portion of a two pronged assault on Greece.
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Old January 9, 2003, 10:59   #13
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Part 2 : The status of our workforce

Not too much work, but it has to be done to know precisely what we are talking about

82 Apolytonians

33 French
12 Persians
8 Babylonians
5 Americans
3 Greeks
3 Germans
2 English
1 Roman

We can get one more Roman worker from Brundisium, and probably naught from Syracuse (except if Syracuse has workers / settlers garrisonning).
I don't know how much Roman workers we can get from future conquests, as I don't know how many cities we'll take. I however completely support operation Screw Rome (courtesy WhiteBandit)

Total 67 slaves. Did we capture a German worker recently, or did I calculate wrongly ?
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Old January 9, 2003, 11:11   #14
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Part 3 : Cultural reversion risks

No Greeks in :
- Port of Where Its At
- Ferropolis
- Macross City
- Rheims
- Opiadom
- Timeline
- Del Monte
- Chiquita

No Persians in :
- Brundisium
- Hole in the Wall
- Dijon

No Germans in :
- Hannover
- Frankfurt (or replacement)
- Berlin
- New York
- Howitzerville
- Napoleton
- Heroes' Summit

No English in :
- Heroes' Summit
- Napoleton
- Antioch
- Forbidden City
- Arbela
- Tarsus

No Babylonians in
- Dijon
- Hole in the Wall

We are extremely flexible with most of our slaves (French, which will never do a cultural reversion, or will never revolt because of war with their mother country) and very flexible with Persian slaves, since we'll only have a tiny border with Persia once we give them one or some Roman cities.
We have to be cautious with Greek and English workers, but fortunately they are few.
We shouldn't integrate Roman or German workers before a lasting peace (or an eternal peace when it comes to Germans )can be found.
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Old January 9, 2003, 11:51   #15
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Part 4 : The immediate integrations

in 1315 AB, many of our workers won't have tiles to improve. Some cities still are not at pop 12, and they must be filled :

Banana HQ :
pop 11. 12 reached in 1355 AB

El Duderino :
pop 11. 12 reached in 1325 AB

Rheims :
pop 10. 12 reached in 1345 AB

Chartres :
pop 9. 12 reached in 1365 AB

Bacteria :
pop 10. 12 reached in 1360 AB

Los Alamos :
pop 9. 12 reached in 1415 AB

Jerusalem :
pop 10. 12 reached in 1470 AB

Geofront :
pop 9. 12 reached in 1405 AB

Napoleton :
pop 9. 12 reached in 1355 AB

Loveshack :
pop 10. 12 reached in 1330 AB

Solace :
pop 8. 12 reached in 1385 AB

Chiquita :
pop 10. 12 reached in 1340 AB

Another Glorious City :
pop 11. 12 reached in 1325 AB

Opiadom :
pop 8. 12 reached in 1395 AB

Oak Ridge :
pop 8. 12 reached in 1355 AB

Welsh Coast :
Pop 7. 12 reached in 1425 AB

Shiberport :
Pop 8. 12 reached in 1370 AB

Neon Uber City
Pop 7. 12 reached in 1770 AB



The total gap we can fill right now is 51 pop. I don't believe we should integrate worker in cities which will naturally get their max pop before 1360, but we should definitely help the others.
I estimate our needs after 1315 AB to be 30 national workers or 60 slaves. We do not have enough room in our cities now to welcome all extra workers, so we should integrate nationals during this first wave

The first wave is :

Follow these orders as soon as some workforce doesn't have any tile to improve

3 NATIVES integrate Chartres
2 NATIVES integrate Bacteria
3 NATIVES integrate Los Alamos
2 NATIVES integrate Jerusalem
3 NATIVES integrate Geofront
4 NATIVES integrate Solace (Uber Island)
4 NATIVES integrate opiadom
5 NATIVES integrate Welsh Coast (Uber Island)
5 NATIVES integrate Neon Uber City (Uber Island)

31 workers will be integrated according to this plan. 14 are needed on Uber Island, while only 9 are present. I hence order :
5 NATIVES from the continent are to be transferred to Uber Isle for city integration.

This should bring our total workforce to 51 national workers and 67 slaves once these orders are carried on.

Any reactions ?

Note about anti-slavery : slaves will begin to be integrated once we have precisely 30 nationals left. All slaves should be integrated in the cities eventually, unlike nationals.
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Old January 9, 2003, 13:43   #16
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Spiffor, as much as an ******* I can be, I would like to say you rock! This plan looks awesome. You can count on my full support
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Old January 9, 2003, 14:10   #17
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Generally in agreement, but suspect that we need to temper the absorption rates especially on Uber where coast blocking duties remain for a while atleast.

The worker absorption rate (but not the goal) needs to be evaluated in light of WLTKD risk on a city by city basis.

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Old January 9, 2003, 14:51   #18
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(in a Mr. Burns voice) Excellent.
Also is the suggestion to integrate domestic workers in the first wave.
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Old January 9, 2003, 16:16   #19
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hi ,

, four and five at one time , ....... maybe we should wait a bit there and see if we can put them somewhere else , .....

have a nice day
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Old January 9, 2003, 22:10   #20
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Spiffor: Excellent Plan!!!
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