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Old October 10, 2002, 17:02   #1
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Godking has asked me to do the CP job for the weekend turns
Godking has asked me to the the CP job for this weekends turns. I'm soliciting suggestions from the RA's for their Provences.
I'll post some further Information after todays chat.

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Old October 10, 2002, 18:38   #2
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As todays chat has been cancelled, I will refer you to the Pina Colada thread that I started when I became the RA there. I post my suggestions there.

Pina Colada forever!
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Old October 10, 2002, 19:06   #3
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I already posted orders for the next turn chat E_T, so if there won't be no playing today, and if you want, you can use them for the next turn chat, or revise them as you see fit, also, If you want me to work together on this, just PM me.
It's very important you make good contact with the RA's or anyone else who volunteers, they are almost critical to the CP's role.
I wish you best of luck, and may the banana be with you (you're gonna need it for this job).
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Old October 11, 2002, 11:20   #4
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Ile de Rouge for 530AD
Hi E_T

Here are some suggestions:

Turn 0

Macross City turn scientist to tile se,se - 1 extra gold
Expands culturally - see if any Rheims tiles taken

Jersualem change build to pike and complete this turn
Build new pike for defence of Jerusalem
Pike should defend PR (please ask Aggie) as it is undefended, but, more importantly, grows to 6 in 2 turns, and WLTK day if we get a third policeman

Port Rouge change build to courthouse (much needed)

Opiadem move worked grass tile to one being mined, se,

Here It Is - no orders, grows in 7, market built in 10

Turn 1

MAcross - no change

Here It Is -no change

Jerusalem - Start new pike (hopefully) 10 turns

Port Rouge no change

Opiadem - no change

Turn 2

Macross - move worker to newly cleared river tile s, se

Here It Is - ask Aggie to move policeman from here to Macross which will grow soon

Jerusalem no change

Port Rouge - check new citizen is working rivered forest e,ne

Opiadem - no change

Turn 3

Macross - no change

HII - no change

Jerusalem - no change

Port Rouge - no change

Opiadem - no change

Turn 4

Macross - Check new citizen deployment and happiness - might need entertainer to maintain WLTK, as opposed to working a jungle tile

HII - SHould now be 4 happy, 1 content, 3 unhappy

Jerusalem - will grow after this turn.

PR - no change

Opiadem - no change

Hope this helps

Fergus
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Old October 11, 2002, 18:54   #5
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How I plan to Implement City Work Orders
There has been some confusion as to where the workers in any particular City is supposed to be working. I hope to implement this system to help reduce any confusion in the orders for CP.



THis is the work grid numbering scheme that I'll be using for my orders. So in this Example:



The Workforce in Apolyton would be working squares: 2-6-9-13-15. I would issue an order like:
Change work square 2 to 3
or
Make worker in Square 15 a taxman.
or
Rush WC, work 1-2-3-4-5.
or
City grows, insure squares 2-6-9-13-15-20 are worked.

I think this will be an efficient way to relay CP orders to the person who is running the turnchat/thread.

Comments?

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Last edited by E_T; December 19, 2002 at 23:18.
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Old October 11, 2002, 20:34   #6
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this rocks, E_T
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Old October 11, 2002, 21:07   #7
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Well done E_T- This will make things much more efficent, but we must make sure everyone understands this system, especially those who play the game.
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Old October 11, 2002, 23:02   #8
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Some suggestions(an no these aren't for units ).
Anticoch/Bacteria/susa/muncie switch to temple instead of pike. Muncie in particular needs a temple just to insure out culture, imagine if they switch to england(unlikely but...). Anyway a temple there would give us the whoile penisula so it is a good idea.
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Old October 11, 2002, 23:26   #9
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Quote:
Originally posted by Aggie
Some suggestions(an no these aren't for units ).
Anticoch/Bacteria/susa/muncie switch to temple instead of pike. Muncie in particular needs a temple just to insure out culture, imagine if they switch to england(unlikely but...). Anyway a temple there would give us the whoile penisula so it is a good idea.
Aggie
I'm working on the orders now. I'll look into it. Thanks for the input. Antioch is a definate change. I think that I was planning something like that.

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Old October 12, 2002, 04:13   #10
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Excellent E_T!!
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Old October 12, 2002, 07:21   #11
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With permission from OPD
With the permission of OPD, I have implemented 4 deep build queues in all of our cities. I also made some production changes and workforce changes in the save. There is a FULL LIST of all of the changes in the new save in this post.

Please pardon the untidyness of the list, I've been up all night working on it and still have a few things left to do.

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Old October 12, 2002, 09:04   #12
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Great work, E_T.
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Old October 12, 2002, 09:26   #13
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I love the new build queues E_T. One thing though: we gotta prepare for 560 AD. We'll be renegotiating our trade deal with Rome (ivory for dyes and 10 gpt) in 560 AD and we might not like our options and decide to call it off. We should be ready with marketplaces or cathedrals in every city that cannot support its population with only 4 luxuries.
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Old October 12, 2002, 11:13   #14
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We only have 1 (count it, just one) Marketplace and it's in Muncie. It was part of the spoiles when we captured the Pyramids. We have 8 currently building and more in the Queue, so we are in really deparate straites in that department. As for Cathedrals, we have three available and 2 more currently being built (and more in the Queue). We don't have Temples in quite a lot of our cities. We have 38 Cities total.

We do have a lot of the following: Barracks & Graneries; both from wonders.

Do the math. We need the Ivory for atleast another round (20 turn cycle).

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Old October 12, 2002, 12:21   #15
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Shouldn't we set some kind of a roof for expenses? If Rome demands dyes and 15 gpt or more for their ivory we might wanna call the deal off and just turn a few citizens into specialists until we have built some marketplaces. I see little point in paying 300 gold for something which we can do without by turning some laboring citizens into specialists for a few more turns until all the necessary improvements have been completed.
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Old October 12, 2002, 12:30   #16
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Shiber- i think the cost of turning citizens into specialists in our fast growing cities, is well beyond the 15+ lpt, think of all the wasted commerce, especially with the Republic bonus, that lacking one luxury might cost, especially as our cities grow rapdily.
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Old October 12, 2002, 12:46   #17
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CP Orders are finalized.

z

z
z
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

See you in the chat.

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Old October 12, 2002, 13:00   #18
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Zeit: by 560 AD several more cities will have marketplaces or cathedrals. We will continue to rush marketplaces and be able to return more specialists to the field, and in several turns (by 600 AD or 610 AD according to my predictions and calculations) we'll be able to do with only 4 luxuries and without specialists altogether.
Yes, at first the expenses will be greater than 15 gold per turn, but as time progresses we'll have completed more marketplaces (which we want to rush anyway) until we won't need any more specialists.
In other words, 5 or 6 turns after the ivory deal is cancelled we won't need specialists anymore which means that the overall cost of diverting laboring citizens to specialists would be lower than 15 gpt.
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Old October 12, 2002, 17:04   #19
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Quote:
Originally posted by Shiber
I love the new build queues E_T. One thing though: we gotta prepare for 560 AD. We'll be renegotiating our trade deal with Rome (ivory for dyes and 10 gpt) in 560 AD and we might not like our options and decide to call it off. We should be ready with marketplaces or cathedrals in every city that cannot support its population with only 4 luxuries.
If the deal is too bad, how about a 10% luxury rate, that's about 16 gpt. Then we can build workers in those cities and create more productive land to build marketplaces & Universities in our core, and then return those workers to the CITIES at the core, hopefully in time to build cavalry.
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Old October 12, 2002, 17:12   #20
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A 10% increase turns one unhappy citizen content. I dunno if that's enough... to replace the effect of the luxury we'd need to turn one unhappy citizen happy, and that can only be done with an entertainer.
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