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Old February 8, 2003, 20:16   #1
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Revised City-Planner Recommendations
In view of all the discussion of city-plans and the changes that I've made, I thought it would be a good idea to display the current recommendations...
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Old February 8, 2003, 20:17   #2
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Production, Part 2 ...
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Old February 8, 2003, 20:18   #3
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Workers, Part 1 ...
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Old February 8, 2003, 20:18   #4
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Workers, Part 2 ...
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Old February 8, 2003, 20:22   #5
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And I should add that there are limits on how much detail Worker movements I am willing to inflict on the President. I try to keep it to the immediate start of a session, so as to give him a certain freedom of action after that.

Having played as President before, I know that there is only so much instruction one can keep track of without having to spend hours just checking all the Minister recommendations each turn.

Remembering that all plans collapse in the face of enemy action, I know that we can't anticipate more than a couple of turns into a session.

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Old February 8, 2003, 21:03   #6
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Are you planning on getting rid of 2 of the 3 proposed scientists in CAPITOL? it doesn't improve science and costs us food, gold and production. and by not creating the scientists, we don't need to rehome the cavalry in Seville, saving Seville shield production

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Old February 9, 2003, 01:47   #7
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An oversight. I had a note to move the Scientists to terrain, but forgot to include it in the latest changes. With Superhighways there, I want all the squares worked.
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Old February 9, 2003, 22:32   #8
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Just an observation from looking for potential transport cities - perhaps a cruiser isn't the best of choices for Cordoba. We currently have 3 naval vessels at sea and another in port. they don't all show in the supported units screen. Moving that circled cruiser and then building an additional cruiser as currently proposed may end up throwing the city into disorder. 2 at large military units will convert a happy citizen to an unhappy citizen if there are no content citizens.

Perhaps a transport there would be better, unless we rehome one of the other cruiser/destroyers. As it stands now, it looks like we will have to remove the mines workers (done in picture) to keep the city in order once the cruiser is christened. Removing any other means we need to remove 2 workers, creating a huge food deficit for a city that just grew. To rehome this turn, the only option is to send a destroyer or cruiser to Cartenna, which doesn't even had a temple yet.

If it is made a transport, it could then assume its place as the Pamplona-Cadiz ferry, which is currently missing in action, rather than sending the escorted transport outside of Malaga to that location (or visa versa)
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Old February 11, 2003, 20:07   #9
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I have the Cruiser in Cordoba being changed to Freight, per an earlier request (it has Gold to offer). But the Unhappiness there is getting severe. We should at least build a Colloseum next. As it is, the Cuiser cannot leave port, or at least has to be rehomed in the same turn it leaves (it could go to Malaga, which is a happy city at the moment, but the production in Malaga would drop down to 2 shields).

It might be better to build the Colloseum first, though I am leaving it at "Freight" in my spreadsheet for now. We need the trade benefits, too.

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Old February 11, 2003, 20:41   #10
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Quote:
Originally posted by cavebear
I have the Cruiser in Cordoba being changed to Freight, per an earlier request (it has Gold to offer). But the Unhappiness there is getting severe. We should at least build a Colloseum next. As it is, the Cuiser cannot leave port, or at least has to be rehomed in the same turn it leaves (it could go to Malaga, which is a happy city at the moment, but the production in Malaga would drop down to 2 shields).

It might be better to build the Colloseum first, though I am leaving it at "Freight" in my spreadsheet for now. We need the trade benefits, too.

Freight is a good idea Colosseum will do practically nothing unless Cordoba grows first, as with 1 elvis, there are no unhappy for it to affect, and we still don't get 4 happy people without removing the mines workers

Malaga would work, if you want to slow its growth to only by food instead of celebrating and by food. It brings in enough food right now that it could really grow if we let it, and by being on an island, be another trade powerhouse
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Old February 11, 2003, 22:05   #11
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If you move the Elvis to a terrain (say mine) you will see that there are only 2 unhappy citizens (due to ships at sea). We could improve the production there and reduce our unhappy citizens to those 2 while having 3 happy citizens.

Are there hidden unhappiness factors at play here?
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Old February 11, 2003, 22:08   #12
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In the interests of play, I've sent my report to President Ixnay. Maybe this would be a good spot to announce that we Ministers have sent our reports. Just seemed like a good place to collect notices that we have done so...
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Old February 11, 2003, 22:13   #13
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Quote:
Originally posted by cavebear
If you move the Elvis to a terrain (say mine) you will see that there are only 2 unhappy citizens (due to ships at sea). We could improve the production there and reduce our unhappy citizens to those 2 while having 3 happy citizens.

Are there hidden unhappiness factors at play here?
Look at the picture i attached above - there are 3 military units aabroad already (notice the 3 circled red shields). Also notice that there are 9 supported shields and only 8 showing, and one is a spy - meaning there are at least 10 units calling Cordoba home, and at least 2 not showing in the picture.

The 3 naval units at sea right now are the crusier and 2 destroyers north and west of Cartenna. 1 crusier and 1 destroyer are within range of cartenna for emergency happiness.
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Old February 11, 2003, 22:14   #14
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I've emailed my report as well

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Old February 11, 2003, 22:26   #15
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And did you notice that one of the naval vessals from Cordoba (15,53) is nearest "Girba" ? Girba doesn't show on my map, so it must be undiscovered and close by that ship. An undiscovered AI city, I assume, should be of concern to all of us...

(edited to correct spelling of "Girba" so as to avoid confusion)
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Old February 11, 2003, 22:37   #16
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ah, i never remember to check that
hmm, based on that Cartenna is 14.5 spaces away from that destroyer, and that Girba is the current capitol of the Carts, I'm guessing its NW of Gades, as its only 10 spaces to that coast... wonder what it demands tradewise?
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Old February 11, 2003, 23:12   #17
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Speaking only as a Citizen, I'm thinking it might be on one of those islands, and very subject to attack.

Coordinates 26, 48 would be a likely spot for an AI to pick ( 2 Whales)... Or maybe 14,46 (1 Whale)...

It would make a good city for us to incorporate in to our Democracy, or a good city to trade with if we found it.
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Old February 11, 2003, 23:30   #18
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Quote:
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Speaking only as a Citizen, I'm thinking it might be on one of those islands, and very subject to attack.
hehe, maybe we should ask pres how close he gets to those islands during the transport runs. I pretty sure its not on the 2nd island north, as my transport rendesvous should have taken place on that coast to pass the gold north and the salt and cloth south (at least I recommended the space adjacent to the whale and the black space is gone from the sea that the transport would have passed through SW of kerman)

anyway, have there been any studies of when AI moves its capitol? I would guess that it would be moved closer to the center of its civ after a certain threshhold is reached in corruption?
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Old February 11, 2003, 23:36   #19
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LOL! I didn't even think to check at first, but "Girba" is the Carth Capitol! Now wouldn't *that* be a nice well-stocked city to find and take for our own? And it is a great mid travel place for our northern-bound transpiorts to find safety in.
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Old February 12, 2003, 00:06   #20
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just in case anyone else wants to jump in :)
and just in case anyone is wondering about the map we are debating

here it is The destroyer circled is the one in question, and. Cavebear is suggesting we check out the black squares on the north and east islands to see if Girba is there. Certainly would be handy to have cities there as layover stops

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Old February 12, 2003, 00:13   #21
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upon further review, the transport is from amazon island and is closer to Cartenna, so Girba can't be on the north island. distance wise, the 2-whale spot on the east island is viable, as is over by Gades somewhere.
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Old February 12, 2003, 16:55   #22
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That's an interesting thought. Once you get Girba pinned down I'll have to make a taskforce.

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