Originally posted by Sharpe
Also with the completion of workers at Tiberium, Zargonia and Dyefields next turn, I feel that with 29 workers we will have nearly enough workers for now (except at Dyefields perhaps - one more worker or a settler then start an aqueduct). Zargonia can start its aqueduct and Tiberium can get its temple done (though we might need to control its population or rush the temple).
Also with the completion of workers at Tiberium, Zargonia and Dyefields next turn, I feel that with 29 workers we will have nearly enough workers for now (except at Dyefields perhaps - one more worker or a settler then start an aqueduct). Zargonia can start its aqueduct and Tiberium can get its temple done (though we might need to control its population or rush the temple).
There is an awful lot of terrain improvements to do, if we are considering GA in about 30 turns. Lots of jungle clearing, lots of hill mining... and once all that is done, every worker is an instant pop point.
Originally posted by Sharpe
Also how about switching Sharpehaven to a settler instead of another merc? It would get it done at the same time as the merc and arrive at the Castlea site before the Farmerville settler would. Farmerville can then send its settler to found Port Hammer.
Also how about switching Sharpehaven to a settler instead of another merc? It would get it done at the same time as the merc and arrive at the Castlea site before the Farmerville settler would. Farmerville can then send its settler to found Port Hammer.
Second: we are soon to finish settling Legos Major. Basically: Port Hammer, Castlea, Horsefish, Tipperrary, and Sandonorico to go - that's five. Then maybe some camps, but those are not really necessary. Two settlers are already in production (F'ville, L'ville). Considering how slowly S'haven grows, I would leave it at pop 6 and use our high-food cities (F+L'ville) for the few remaining settlers.
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