MicroKingdoms — A Strategic Nation RP — Turn 18

Poll

Walled Capital CPU cap

Good at 8 maximum.
1 (11.1%)
Raise to 10 maximum.
3 (33.3%)
Voter is lame.
5 (55.6%)

Total Members Voted: 9

Author Topic: MicroKingdoms — A Strategic Nation RP — Turn 18  (Read 14520 times)

Just wanted to iterate this.


Grunter will be out for a little bit and I will be controlling it for now.  When he is better, he will regain control.

Turn 15 Results




Kingdom of Dorovan
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Tassef*Good+[18:9:0]
JastaalPoor+[16:4:0]
KonnevikPoor+[12:4:4]
HastalborgVery Good+[18:6:6]
AlklyevikVery Good+[9:12:12]
ÖthanskålGood+[15:9:3]

Action Cost & Refund Results

Gross Action Cost:
-[25:0:0]
Gross Refund Amount:
+[0:0:2]



Republic of Kiesterzijl
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Nieuwehaven*Good+[12:2:4]

Action Cost Results

Gross Action Cost:
-[4:0:0]
Gross Refund Amount:
No refunds were made this turn.



Republic of Igërastel
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Kogantôsed*Good+[6:6:4]
OthobzodenAverage+[25:5:5]
TosidnïrPoor+[10:5:10]
IrolkegethAverage+[12:3:6]
BetaninenPoor+[12:3:0]

Action Cost Results

Gross Action Cost:
-[37:9:10]
Gross Refund Amount:
No refunds were made this turn.



Kingdom of Florela
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Tebron*Good+[15:9:0]
VannousAverage+[4:4:6]
YvetoisPoor+[3:1:2]

Action Cost Results

Gross Action Cost:
-[18:9:8]
Gross Refund Amount:
No refunds were made this turn.



Dutchy of Grand Fenwick
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Fenwick*Average+[8:12:8]

Action Cost Results

Gross Action Cost:
-[5:0:0]
Gross Refund Amount:
No refunds were made this turn.



Republic of Wicherton
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Klarkbourge*Good+[3:3:2]
HaroldineGood+[3:4:1]

Action Cost Results

Gross Action Cost:
-[4:0:0]
Gross Refund Amount:
No refunds were made this turn.




Alright, here we go.

Konnevik to expand NW, settling new city Astelborg center-south.
Alklyevik to expand NW, settling new city Hohenheim center-NE.
Jastaal to expand E, settling new city Ithenpere center-center-NE.
Öthanskål to expand E, settling new city Otka center-south.

PI in Hastalborg.
DPI in Alklyevik, Öthanskål, Astelborg, Hohenheim, Ithenpere, and Otka.

Hastalborg, Alklyevik, Öthanskål to build walls.

Ithenpere, Otka to conscript 1 each and garrison them natively.
« Last Edit: January 27, 2017, 08:12:46 PM by SWAT One »

one is conscripted in othobzoden

tosidnïr sends colonists east across the river, proclaiming a new city named Emstibmer in the southwest of the tile

The southern territory is hereby named Jarken.



Settlers begin to move East from the capital to settler Lorenize

Turn 16 Results




Kingdom of Dorovan
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Tassef*Poor+[15:3:0]
JastaalGood+[18:3:6]
KonnevikPoor+[6:6:6]
HastalborgGood+[4:3:2]
AlklyevikAverage+[2:5:0]
ÖthanskålAverage+[2:3:2]
AstelborgVery Good+[9:15:12]
HohenheimPoor+[6:9:0]
IthenpereGood+[8:4:4]
OtkaAverage+[8:6:0]

Action Cost Results

Gross Action Cost:
-[71:31:31]
Gross Refund Amount:
No refunds were made this turn.



Republic of Kiesterzijl
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Nieuwehaven*Average+[12:2:0]

Action Cost Results

Gross Action Cost:
-[4:0:0]
Gross Refund Amount:
No refunds were made this turn.



Republic of Igërastel
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Kogantôsed*Average+[10:4:0]
OthobzodenGood+[9:9:6]
TosidnïrAverage+[30:5:0]
IrolkegethGood+[15:9:3]
BetaninenVery Poor+[4:4:0]
EmstibmerAverage+[4:2:1]

Action Cost Results

Gross Action Cost:
-[28:4:5]
Gross Refund Amount:
No refunds were made this turn.



Kingdom of Florela
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Tebron*Average+[25:10:0]
VannousAverage+[4:2:8]
YvetoisGood+[3:3:2]

Action Cost Results

Gross Action Cost:
-[9:0:0]
Gross Refund Amount:
No refunds were made this turn.



Dutchy of Grand Fenwick
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Fenwick*Poor+[12:4:4]

Action Cost Results

Gross Action Cost:
-[5:0:0]
Gross Refund Amount:
No refunds were made this turn.



Republic of Wicherton
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Klarkbourge*Good+[5:3:0]
HaroldinePoor+[2:1:2]

Action Cost Results

Gross Action Cost:
-[2:0:0]
Gross Refund Amount:
No refunds were made this turn.




Also, as a note, I will be busy for a while, so updates to statistics and data will not come until later.



Settle land to the West
Hey man, just wanted to let you know that it requires the city that is spreading population to have at least 3 population in order to settle land.

Additionally, as a word of advice, every time you conscript military, they cost food every turn, but are unable to produce themselves, and when you conscript them, they consume population.
You don't have the required population.  I've said this multiple times now, so I can't tell if you're just not paying attention or if you're ignoring me.

This post here is extremely useful.  Click View Live Datasheet and scroll down until you find your nation.  If you see the column labeled PIE on the right, along with green "Yes" tiles and/or red "No" tiles, then that's how you can tell whether that nation is eligible for population growth.  Population does not grow automatically, and thus you need to tell us when population grows and where.  Note that it requires 4 food per growth multiplied by the prior population, and you can grow at max twice per city.  The 4x multiplicative cost compounds per use, so growing from 1 to 3 population will cost 12 food, since:
12 = (1x4) + (2x4)
12 = 4 + 8
Furthermore, I will be adding a new cap on the cost of population growth, where the max it will cost food-wise is 20 per individual growth per city, and 32 per double growth per city.

You don't have the required population.  I've said this multiple times now, so I can't tell if you're just not paying attention or if you're ignoring me.

This post here is extremely useful.  Click View Live Datasheet and scroll down until you find your nation.  If you see the column labeled PIE on the right, along with green "Yes" tiles and/or red "No" tiles, then that's how you can tell whether that nation is eligible for population growth.  Population does not grow automatically, and thus you need to tell us when population grows and where.  Note that it requires 4 food per growth multiplied by the prior population, and you can grow at max twice per city.  The 4x multiplicative cost compounds per use, so growing from 1 to 3 population will cost 12 food, since:
12 = (1x4) + (2x4)
12 = 4 + 8
Furthermore, I will be adding a new cap on the cost of population growth, where the max it will cost food-wise is 20 per individual growth per city, and 32 per double growth per city.
Ah, I see.

So I can make some more farmlands?

Ah, I see.

So I can make some more farmlands?


6.    Unique actions that are not described in the OP or Actions Index are accessory.  They take the role of flavor text, and do not affect the strategic outcome of the game.

     Farmlands are automatically established when you establish a city in that tile, along with mines, etc.  There is an average amount that you gather per population on each tile of each land type, but this also is affected by some random roll values that adjust this to simulate good/poor gathering seasons, good/poor economic settings, etc.  So you needn't worry about improvements within your tiles except to the cities themselves, including population growth, and then expansion, which affords you a larger economy with more land.

     The Actions Index is an invaluable tool that I've recommended to you many times to read, even just to skim.  It will let you know everything that you need to know about moves.  From there, you develop your strategy.



Move capital to Jastaal and promote the native to .
« Last Edit: January 29, 2017, 12:25:53 PM by SWAT One »

Turn 17 Results




Kingdom of Dorovan
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Jastaal*Average+[12:6:3]
TassefAverage+[12:3:6]
KonnevikAverage+[18:3:0]
HastalborgGood+[20:8:8]
AlklyevikGood+[12:12:8]
ÖthanskålPoor+[20:4:0]
AstelborgVery Good+[9:12:12]
HohenheimGood+[9:12:6]
IthenpereAverage+[10:4:0]
OtkaAverage+[8:6:0]

Action Cost Results

Gross Action Cost:
-[39:0:2]
Gross Refund Amount:
No refunds were made this turn.



Republic of Igërastel
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Kogantôsed*Poor+[6:4:0]
OthobzodenVery Poor+[6:6:0]
TosidnïrVery Poor+[10:5:5]
IrolkegethGood+[15:9:3]
BetaninenVery Good+[10:6:4]
EmstibmerVery Good+[6:3:2]

Action Cost Results

Gross Action Cost:
-[22:0:0]
Gross Refund Amount:
No refunds were made this turn.



Kingdom of Florela
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Tebron*Average+[12:6:3]
VannousAverage+[6:4:4]
YvetoisVery Poor+[3:1:0]
IbuellaPoor+[3:2:1]

Action Cost Results

Gross Action Cost:
-[16:4:5]
Gross Refund Amount:
No refunds were made this turn.



Dutchy of Grand Fenwick
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Fenwick*Very Poor+[8:4:0]

Action Cost Results

Gross Action Cost:
-[5:0:0]
Gross Refund Amount:
No refunds were made this turn.



Republic of Wicherton
Resource Gathering Results


CITY            PERFORMANCE            ITEMIZED NET PRODUCTION
Klarkbourge*Poor+[2:1:2]
HaroldineVery Good+[3:3:4]

Action Cost Results

Gross Action Cost:
-[2:0:0]
Gross Refund Amount:
No refunds were made this turn.



« Last Edit: January 29, 2017, 04:41:48 PM by Chapter »

In an attempt to balance performance in Klarkbourg, the Emperor orders all non-working peoples to gather resources to be transferred to whatever needs to be created.