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Chop...what?

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  • Chop...what?

    I noticed everybody speaking of chopping(forest or pop)says chop a wonder,a settler,a worker,some building.Why?Overflew is not wasted.So,lets say,if I intend to build an archer,then a settler,that settler will be builded in the same turn whether I accelarate the settler himself or the archer.
    Hence,IMO,the rule of thumb for forest chopping,under a strict point of view of production,must be the sooner the better.
    Obviously,there also considerations about the city grow and the path and jobs of the worker.
    Tell me,please,what you think about.
    Best regards,

  • #2
    Well the city will grow while building the archer but not while building the settler.. so chopping the archer could slow down the total time to complete both if the city where to grow before the city started working on the settler..
    Proud member of the PNY Brigade
    Also a proud member of the The Glory Of War team on PtW-DG

    A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

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    • #3
      Very true. Also note that in some instances, you gain bonuses to production (industrious building a wonder, for example). Thus, you get more hammers for your forests, by saving them for wonders.....thus, it may make more sense to preserve at least some chopping for those specific projects that will net you the greatest number of total hammers.

      In the case of chopping a settler or worker, the goal is to minimize the number of turns of no growth, not necessarily to reap gains on carryover.

      -=Vel=-
      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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      • #4
        Correct.But the settler walks twice faster than the defender.So,a few turns between the two builders,gets the new city founded early and safe(the horizontal grow you talk about and defend).
        Best regards,

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        • #5
          The main idea with specifically chopping certain items is to save the forests as much as possible If you get it in your head that you should chop anything, then you might end up chopping everything which lowers your health bonus and makes more tiles that your workers must improve to get good results.
          ~I like eggs.~

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          • #6
            With regards to new settlers.....yep, if you pair a settler with an escort, odds are that they'll both have to move only 1 space per turn.

            This is non-optimal, because one of the strong points ABOUT settlers is that they can move fast, and tagging them with a slow-poke escort undoes this and destroyes turn advantage ("turn lag?")

            To counter this, what you want to do is to pre-build the new city's garrison (or at least one unit), and have him waiting at the city site.

            Somewhere on a hill, between the city that's building the settler and the new city site, you want to have a lookout.

            With those units in place, all FoW should be dispersed, and the settler will be in no danger. Then, he can zip to where he's going and found that new city fast.

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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            • #7
              Very true. Also note that in some instances, you gain bonuses to production (industrious building a wonder, for example). Thus, you get more hammers for your forests, by saving them for wonders.....thus, it may make more sense to preserve at least some chopping for those specific projects that will net you the greatest number of total hammers.
              No, IMO this doesn't matter. The stuff you make don't really cost you hammers, they cost you manturns (these are the hammers produced by one of the cities' workers or specialists in one turn; which are like manhours, but measured in turns).

              F.E. if you are a scientific civ and have a 1 pop city which works a 2 hammer tile you are producing 3 hammers/turn (+1 for the city center, which for our purpose is counted as a worker) so it is 1,5 hammers / manturn. A library costs 90 hammers so you would need 60 manturns or 30 turns for it. Since you are scientific, you get double production for it, so it still costs 90 hammers, but your production is doubled to 6 hammers/turn and 3 hammers/manturn so you need 30 manturns or 15 turns for it. If you chop a forest, you get 60 hammers instead of 30 towards building the library, but you still get the equivalent of 20 manturns or 10 turns of production counting for you, because 60/3=30/1,5=20. This means that if you switch into a catapult after building the library, your catapult will be done at the exact same turn as it would have if you had built the library normally and rushed the catapult. You could even have built the catapult first. The difference is how soon you will get your first build, which depends on whether you're at war or in peace during the time.

              The game would be unfair if chopping a forest were to give always the same hammers, regardless of the city that gets them.

              The same should be true for the bureaucracy/forge/factory/power production enhancements. In other words, the added hammers should be inserted into the unmodified production number, prior to bonuses.
              "In a time of universal deceit, telling the truth is a revolutionary act."
              George Orwell

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