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View Poll Results: At which proposed sites should we settle?
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DO settle at SITE 1
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26 |
25.00% |
DO NOT settle at SITE 1
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12 |
11.54% |
DO settle at SITE 2
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29 |
27.88% |
DO NOT settle at SITE 2
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8 |
7.69% |
DO settle at SITE 3
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13 |
12.50% |
DO NOT settle at SITE 3
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16 |
15.38% |
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June 22, 2002, 19:04
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#31
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Deity
Local Time: 21:01
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We have room for 2 productive ancient cities.
1 on site 4, and another 3 tiles straight NE. Each city would have 2 tiles of the Apolyton plains that could be mined. 1 or both should be used if we opt for the early war strat.
BTW. As a matter of principle, it is best to have the discussion thread prior to the poll. It's kind of hard to go back and change the poll if better ideas come up in the course of discussion.
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June 22, 2002, 19:07
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#32
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Emperor
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Quote:
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Originally posted by notyoueither
We have room for 2 productive ancient cities.
1 on site 4, and another 3 tiles straight NE. Each city would have 2 tiles of the Apolyton plains that could be mined. 1 or both should be used if we opt for the early war strat.
BTW. As a matter of principle, it is best to have the discussion thread prior to the poll. It's kind of hard to go back and change the poll if better ideas come up in the course of discussion.
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hi ,
 , agreed , but then things will take a bit longer , the government has to draw its conclusions out of both the poll and the ideas , if the can not agree , there should or could be a second poll , ...
have a nice day
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June 22, 2002, 19:18
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#33
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Local Time: 22:01
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Nashville / St. Louis
Posts: 4,263
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I wish to thank everyone here for giving their ideas. They will absolutely be considered when building a new city.
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June 22, 2002, 19:22
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#34
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Civ4: Colonization Content Editor
Local Time: 04:01
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by notyoueither
We have room for 2 productive ancient cities.
1 on site 4, and another 3 tiles straight NE. Each city would have 2 tiles of the Apolyton plains that could be mined. 1 or both should be used if we opt for the early war strat.
BTW. As a matter of principle, it is best to have the discussion thread prior to the poll. It's kind of hard to go back and change the poll if better ideas come up in the course of discussion.
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This is a very good plan.
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June 22, 2002, 19:37
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#35
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Emperor
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correct me if im wrong, but this is what i'm picturing.
and it looks good to me.
the way i see it, after the french war, the cities could be used as "worker farms", using one grassland or so to pump out a worker every so often.
and in the long run, we could even disband them and add them to thebes to make up for lost time.
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June 22, 2002, 19:40
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#36
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Emperor
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Quote:
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Originally posted by UberKruX
correct me if im wrong, but this is what i'm picturing.
and it looks good to me.
the way i see it, after the french war, the cities could be used as "worker farms", using one grassland or so to pump out a worker every so often.
and in the long run, we could even disband them and add them to thebes to make up for lost time.
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hi ,
UberKruX , the river , man you have to use the river , ...it shall grow faster , and it shall not use an Aquaduct , .......
have a nice day
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June 22, 2002, 19:43
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#37
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Civ4: Colonization Content Editor
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UberKrux is correct. Each city gets 2 mined grassland tiles. That's good for 3-4 shields per turn, without corruption. But the workers will have to stop to improve Thebes as soon as the first settler is built. By this time, they can be ready with jungle clearing. then Thebes can build a worker itself for further improvement.
EDIT: The right of these cities could even been built 1 tile more SE. It would even have access to 3 productive tiles then.
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June 22, 2002, 20:01
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#38
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Emperor
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i dont know why i'm so vocal in the IE post, but things seem to be getting done and i dont mind helping a bit.
this is sir ralph's current plan and overlays of tiles for immediate benefit for the two.
i think its the best so far.
since apolyton has it's fish and whale, it wont need all those grasslands for a while.
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June 22, 2002, 20:04
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#39
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Emperor
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Quote:
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Originally posted by UberKruX
i dont know why i'm so vocal in the IE post, but things seem to be getting done and i dont mind helping a bit.
this is sir ralph's current plan and overlays of tiles for immediate benefit for the two.
i think its the best so far.
since apolyton has it's fish and whale, it wont need all those grasslands for a while.
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hi ,
 , intresting , and apolyton could be making settlers or workers , ...
however it might be intresting to put one near the river , ......
have a nice day
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June 22, 2002, 20:10
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#40
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Emperor
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Quote:
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Originally posted by panag
hi ,
, intresting , and apolyton could be making settlers or workers , ...
however it might be intresting to put one near the river , ......
have a nice day
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we'll use the river soon enough, dont worry friend.
the problem right now is that we need cities to produce war units NOW, not in 50 turns.
after we secure our empire, we may even disband cities. we'll see.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
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June 22, 2002, 20:19
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#41
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Emperor
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Quote:
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Originally posted by UberKruX
we'll use the river soon enough, dont worry friend.
the problem right now is that we need cities to produce war units NOW, not in 50 turns.
after we secure our empire, we may even disband cities. we'll see.
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hi ,
 , okay , but we should have a barracks , at leaset in one city , ....
what you say Uber , .....
have a nice day
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June 22, 2002, 20:20
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#42
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Emperor
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i say barracks in all our cities... but thats just me
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
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June 22, 2002, 20:23
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#43
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Emperor
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Quote:
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Originally posted by UberKruX
i say barracks in all our cities... but thats just me
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hi ,
apolyton could grow a bit , use the shields of the forest , to get a harbor , for one veteran sea units , two foot , three trade ,
to get more units faster , ....
to get a barracks , .....
have a nice day
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June 22, 2002, 20:24
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#44
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Emperor
Local Time: 22:01
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Join Date: May 2001
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Quote:
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Originally posted by panag
hi ,
apolyton could grow a bit , use the shields of the forest , to get a harbor , for one veteran sea units , two foot , three trade ,
to get more units faster , ....
to get a barracks , .....
have a nice day
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mapmaking is far away.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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June 22, 2002, 20:29
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#45
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Emperor
Local Time: 05:01
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Quote:
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Originally posted by UberKruX
mapmaking is far away.
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hi ,
the idea was for a view that has "long term" plans aswell , .....
have a nice day
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June 22, 2002, 20:47
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#46
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Deity
Local Time: 21:01
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I agree with Sir Ralph's variant of what I proposed. Uber's pic with the white dots has it right.
City Blue is good filler between Red and Thebes.
A future city could be placed 3 straight NW of Blue, to get the benefit of the far side of the river, depending on other undiscovered terrain, of course. Blue could stick around indefinitely as a smaller burb. Or not, doesn't matter at the moment.
Uber. The reason why I'm glad you are paying attention here is that every move we make and every other thing we do must contribute to the war effort. We have no room for wasted effort.
Gallia delenda est.
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June 22, 2002, 21:50
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#47
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Emperor
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Quote:
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Originally posted by notyoueither
Uber. The reason why I'm glad you are paying attention here is that every move we make and every other thing we do must contribute to the war effort. We have no room for wasted effort.
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exactly.
see my math on this thread, and check it...
http://apolyton.net/forums/showthrea...threadid=53772
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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June 23, 2002, 09:17
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#48
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King
Local Time: 22:01
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This looks like a very good plan.
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June 23, 2002, 17:04
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#49
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Local Time: 22:01
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After consideration, Sir Ralph's plan seems like a very good idea to me. People have made good arguments supporting it and it seems like many people like it. It seems better than my ideas, I just didn't consider those spots because I usually don't build cities so close together. This plan allows us to maximize our usage of our grasslands and reduce corruption because they are so close to the capital.
I will most likely build cities in those spots, if elected IE minister, that is.
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June 24, 2002, 12:24
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#50
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Emperor
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As there is probably a lot of time befor the next city, and I am guessing that it is more likely to come from a goodie hut than anything else, I say build out as far away as possible to help expand our borders beyond the jungle.
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Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
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June 24, 2002, 12:28
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#51
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Deity
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Sir Ralph's plan seems to be the best.
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June 24, 2002, 19:04
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#52
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King
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I agree with site #6 for the reasons Timeline mentions.
We also need to explore site #3. It's probably just jungle, but you never know. It could be jungle with resources, which would complete change our location decision.
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June 24, 2002, 19:28
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#53
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King
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We do need to see what is near site 3.
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June 24, 2002, 19:32
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#54
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Emperor
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Explore. Explore much more before a decision can be made. Not enough information at present. We are lucky in that we do still have some time.
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Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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June 24, 2002, 19:35
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#55
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King
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That is one thing I do when I play, I explore, top priority of any excess military, and one of the main reasons I build extra military early. I send them on exploring missions; and I later I use them to garrison my cities and for other purposes.
Helps to find goody huts, other civs, resources, overall view of the map and the locale I am at, whether island, etc.
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