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guide to using workers in a (hopefully) non-retarted fashion

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  • guide to using workers in a (hopefully) non-retarted fashion

    Everyone knows that workers and settlers are the only units that you absoloutely must build to win (ok, so maybe you could get along without them but it wouldn't be fun). When to build and how to use workers are some of the most important concepts in the game. By following a simple set of rules, you can keep your improvement habbits successful and do-able. So here is how I think it should be done (feel free to tell me you think I'm wrong at any time but keep in mind that this is merely as set of ground-rules and I'm not saying it is the ONLY thing that should ever be done).
    First, for inland cities:
    The first priority is, of course resources. Thes provide substanial benefits to every city. They should be accessed first unless it halts growth. After accessing resouces, review the surrounding terrain, health, and happiness of a city. If your city looks as if it may go into unhappiness or very serious unhealthiness soon: make growth controlable. Build cottages and a mine or two so that your growth hovers arround zero in a very controllable fashion. Basically, you are stalling until conditions improve.
    If you rid yourself of the impending unhappiness or unhealthiness (or never had it), then you can proceed with growing. Immediately build a few farms on floodplains or grasslands if you have none (plains if you don't even have grasslands) and watch the population skyrocket. Once you see that your city will be able to grow to a size in the teens, stop building farms. However, AS LONG AS YOU HAVE FLATLAND GRASSLAND/FLOODPLAIN TILES LEFT AND ARE FREE OF HEALTH/HAPPINESS BURDENS, NEVER BUILD MINES. PRODUCTION CAN WAIT FOR FOOD UNDER ALL CIRCUMSTANCES. If you are an advanced player, breaking this rule can provide advantages, but do so at your own peril. Instead of mines build cottages everywhere. When only plains are left, then, and only then, consider stopping. AT THIS POINT, AND ONLY AT THIS POINT, BEGIN TO SPECIALIZE (or don't if you don't want to). If it is to be a commerce city, continue with the cottages or go with scientists/merchants. If it is to be a production city, go with mines, engineers, or priests. If it is to be a GP factory, go with farms until you can farm no more or have health/happiness problems, then use as many specialists as makes your city growth stagnant. If it is to be a hybrid, consider all options, but do all the farms and cottages you will make first.
    For costal cities: ensure resources just like for other cities. If your health/happiness is endangered, go ahead with mines and cottages.
    After this problem is fixed (or if it never occurred), build farms until you forsee growth into the teens. This is essentially like an inland city except that the 2 food (lighthouse is a must), 2 commerce sea squares available will probably make this point occur much earlier (the farm step may be entirely unecessary). Once again, build cottages as you would for inland cities. When you have cottaged all 2+ food tiles, out to the sea you go. Stay out there until health/happiness or like of tiles stops you. Then, build mines, cottages, and farms and utilize specialists in the manner most conductive to your long term or (I hate to say this but it is acceptable so I will) even your short term goals. But remember, FARMS AND COTTAGES FIRST.
    You may be wondering why I have not mentioned trees once, ignore them in your improving habbits. If they die, so be it. If they live, so be it. Let me re-iterate myself: resist the urge to go for ealy production; killing population unnecessarily cutting down trees, and mining prematurely will cause you nightmares in the mid-game. Waiting for production to naturally come will give you a gigantic mid-game boom that hurtles you into first place and lasts for ever. The moral is: food, commerce, production and specialists; in that order; almost every time.

  • #2
    You may be wondering why I have not mentioned trees once, ignore them in your improving habbits. If they die, so be it. If they live, so be it. Let me re-iterate myself: resist the urge to go for ealy production; killing population unnecessarily cutting down trees, and mining prematurely will cause you nightmares in the mid-game. Waiting for production to naturally come will give you a gigantic mid-game boom that hurtles you into first place and lasts for ever. The moral is: food, commerce, production and specialists; in that order; almost every time.
    The priority ordering I would use is:
    0. If you have Currency and/or other techs that give you extra trade routes, try to have the road that completes the city's trade link finished right about when the city is founded. (Pre-Currency, this is not such a big deal.)
    1. Improve major special resource squares. (If you can, go ahead and "pre-build" this so it finishes right when you found the city... but normally you don't have the option since the square in question isn't in your cultural radius until you found the city.) After founding a city, I will frequently keep it at size 1 while building Workers/Settlers, since usually there's only one outstanding tile in the workable city radius. If there are two such outstanding tiles, I'll usually grow to size 2 and stay there for a while, etc. On a related note, I don't actually find the "grow while building Workers/Settlers" trick to be all that valuable, in practice I find I'd rather just get the Worker/Settler sooner, but maybe everyone else gets more uber tiles than me?
    2. Several forest chops. This urge should NOT be resisted, it gains you massive turn advantage. Your workers effectively produce 7.5 shields a turn when used in this capacity, or even 10 if you're Indian. If you don't take advantage of this, you will generally lose to those who do. Ideally you can continue until you've built all the Workers/Settlers you want from the city, plus a Granary and at least most of your next building.
    3. NOW you grow vertically as quickly as you can. Calculate how many Farms you need so that your Workers will then barely be able to keep pace with the city's growth. Estimate what you want your city radius to end up looking like, figuring out what tiles you don't want cottages on in the long run, and try to restrict the Farms to those tiles.
    4. Finally it's time to spam whatever it is you should be spamming (usually cottages, but there are very important exceptions like the specialist city or a Heroic Epic city).

    Comment


    • #3
      I have a problem with chopping before improving all tiles the city is currently working and one more so that the city can immediately work an improved tile. However, if every tile you need to work is worked, chopping is perfectly exceptable. Usually, your workers need to improve tiles, however. Other things I disagree with are building workers especially to chop or putting a city into unhealthiness through a chop.

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      • #4
        Originally posted by Bobby Chicken
        I have a problem with chopping before improving all tiles the city is currently working and one more so that the city can immediately work an improved tile.
        It's more than about tiles. It's about collecting the benefits of a building. A chop-n-popped Library starts building points towards that first GP-Scientist immediately, and the more quickly you get an Academy in your capital the better. A chopped Great Lighthouse or Pyramids can be the difference between getting it and not, etc. Don't wait just because you have one more tile to farm. If the strategy calls for it, chop now, farm later.

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        • #5
          retarted?

          Comment


          • #6
            Originally posted by Dis
            retarted?
            Tarted again.

            As in, "On my birthday, my normally straightlaced girlfriend got tarted up. On Christmas, she's going to get re-tarted."
            [ok]

            "I used to eat a lot of natural foods until I learned that most people die of natural causes. "

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            • #7
              I have a very different take on worker building:

              1. Build whatever specialist resource structures you can ASAP.
              Many of these are health and luxaries, both of which are needed to allow larger cities. Sometimes you might want to pre connect it with roads.

              2. My next priority is farming plains tiles on non-hills. This includes choping forests.

              3. Next, if the city isn't blessed with major food bonus tiles, I would build a grassland farm. With no food bonus tiles I'd build two. This will generally not include forest unless say building the Pryamids.

              4. Then, I would build cottages on Flood Plains, taking care not to block the future farm chains.

              5. And then I would build cottages on Grass, taking care not to block the future farm chains. I would also avoid choping forest for this unless say building the Pryiamds.

              6. On Hills: no resource and no trees, I genrally prefer windmills.

              7. Forests around when Replaceable Parts discovered: Practically call out for a lumbermill, especally the ones along rivers.

              As for Water Mills / Workshops / Mines, those are for cities with a major food surplus combined with a major shield shortage.
              Last edited by joncnunn; December 18, 2005, 22:28.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

              Comment


              • #8
                If your workers have nothing to do, mine everything without a forest to try and find resources.
                ~I like eggs.~

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                • #9
                  Ghen, a city has to work the mines to get the chance to discover anything.

                  This is exactly like how a city has to work cottages for them to grow.

                  The worker action for when you have nothing else to do is chop forest tiles that are currently within your empire that are at risk of fliping over into other empires / choping forests in tiles that will never get within the city raidius of any city in your empire.
                  1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                  Templar Science Minister
                  AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                  Comment

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