Results from 880 AD
GS gifts us their WM.
Bank complete in Monterrey. Monterrey starts on Rifleman.
1 Worker joined to Monterrey
4 Workers complete mine at Monterrey #5
Moved 1 worker (which had little better to do this turn) and 1 catapult (out of El Paso) to shore up the unit wall along our Eastern shore.
Slider set to 100% Tax
El Paso WF set to 1-2-3-8-9-10-17-19-20 +1 scientist (3 fpt, 21 spt, 1 waste, 48 gpt, 1 bpt, 2 corruption)
Monterrey WF set to 1-3-4-5-6-7-8-10-11-12 (1 fpt, 24 spt, 1 waste, 48 gpt, 1 corruption)
Santa Barbara WF set to 1-5-6-9-10-15 (1 fpt, 8 spt, 1 waste, 21 gpt, 1 corruption)
We should have Navigation next turn, at which point Monterrey will switch to a Conquistadore (which should only take an additional 2 turns).
Sent to brucehynes57@rogers.com (Beta) and rhothaerill@comcast.net (Rhothaerill) at ~4:35 a.m. EDT on Monday, May 3rd (~0835 GMT on Monday, May 3rd)
REASONING:
Joining the worker to Monterrey and switching around the WFs allows it to reach 24 spt after waste is taken out. This will let it build conquistadores (70 shields each) at 3 turns rather than 4 turns (starting next turn, when it can switch from rifleman to conquistadore).
El Paso, at 21 spt after waste is taken out (essentially 20 spt) can continue working on riflemen, which at 80 shields can be popped out at one every 4 turns (we're going to need them soon anyhow - Amphibious Assault is not far away...).
Santa Barbara doesn't need all of that excess food until after the aqueduct is done, so moving around its WF to accomodate getting Monterrey to 24 spt is no problem. Because of this, however, we'll probably want to rush the aqueducts in San Diego and San Antonio before Santa Barbara (because they will have higher FPT counts when they have a chance to go up in pop).
I'm currently looking at short rushing for the aqueducts in Santa Barbara, San Diego, and San Antonio. Getting those aqueducts out of the way would let us get pop up there, increasing our income and starting on the vital cathedrals earlier (which we'll need before switching these cities over to military production).
DeepO has warned me that we will be receiving Industrialization in 14 turns and that we should think about factory prebuilds. I'm going to use the palace for the prebuild in El Paso, and one of the old wonders for the prebuild in Monterrey. Santa Barbara, San Diego, and San Antonio may end up using cathedrals as prebuilds or finishing the cathedrals first before starting on the factories. I haven't decided that yet (and plan to ask GS for advice, if they have it, on that issue).
Once we have factories, at least in Monterrey and El Paso, I'll obviously be retooling our WF settings again and perhaps having the workers rework some of our land to increase production (especially preparing for factories in Santa Barbara, San Diego, and San Antonio).
The slider was set to 100% Tax and a scientist added to El Paso because that actually gains us a net of 8 gpt and the loss of 1 food from El Paso does not affect its next pop increase (which will end up producing an unrest problem unless we set the city to a specialist at that point anyhow). Once El Paso goes up its next pop in 2 turns, we can leave it on 1 scientist pretty much permanently... and that should allow us to remain at 100% tax, a far more efficient slider setting if we're doing 40-turn research.
GS gifts us their WM.
Bank complete in Monterrey. Monterrey starts on Rifleman.
1 Worker joined to Monterrey
4 Workers complete mine at Monterrey #5
Moved 1 worker (which had little better to do this turn) and 1 catapult (out of El Paso) to shore up the unit wall along our Eastern shore.
Slider set to 100% Tax
El Paso WF set to 1-2-3-8-9-10-17-19-20 +1 scientist (3 fpt, 21 spt, 1 waste, 48 gpt, 1 bpt, 2 corruption)
Monterrey WF set to 1-3-4-5-6-7-8-10-11-12 (1 fpt, 24 spt, 1 waste, 48 gpt, 1 corruption)
Santa Barbara WF set to 1-5-6-9-10-15 (1 fpt, 8 spt, 1 waste, 21 gpt, 1 corruption)
We should have Navigation next turn, at which point Monterrey will switch to a Conquistadore (which should only take an additional 2 turns).
Sent to brucehynes57@rogers.com (Beta) and rhothaerill@comcast.net (Rhothaerill) at ~4:35 a.m. EDT on Monday, May 3rd (~0835 GMT on Monday, May 3rd)
REASONING:
Joining the worker to Monterrey and switching around the WFs allows it to reach 24 spt after waste is taken out. This will let it build conquistadores (70 shields each) at 3 turns rather than 4 turns (starting next turn, when it can switch from rifleman to conquistadore).
El Paso, at 21 spt after waste is taken out (essentially 20 spt) can continue working on riflemen, which at 80 shields can be popped out at one every 4 turns (we're going to need them soon anyhow - Amphibious Assault is not far away...).
Santa Barbara doesn't need all of that excess food until after the aqueduct is done, so moving around its WF to accomodate getting Monterrey to 24 spt is no problem. Because of this, however, we'll probably want to rush the aqueducts in San Diego and San Antonio before Santa Barbara (because they will have higher FPT counts when they have a chance to go up in pop).
I'm currently looking at short rushing for the aqueducts in Santa Barbara, San Diego, and San Antonio. Getting those aqueducts out of the way would let us get pop up there, increasing our income and starting on the vital cathedrals earlier (which we'll need before switching these cities over to military production).
DeepO has warned me that we will be receiving Industrialization in 14 turns and that we should think about factory prebuilds. I'm going to use the palace for the prebuild in El Paso, and one of the old wonders for the prebuild in Monterrey. Santa Barbara, San Diego, and San Antonio may end up using cathedrals as prebuilds or finishing the cathedrals first before starting on the factories. I haven't decided that yet (and plan to ask GS for advice, if they have it, on that issue).
Once we have factories, at least in Monterrey and El Paso, I'll obviously be retooling our WF settings again and perhaps having the workers rework some of our land to increase production (especially preparing for factories in Santa Barbara, San Diego, and San Antonio).
The slider was set to 100% Tax and a scientist added to El Paso because that actually gains us a net of 8 gpt and the loss of 1 food from El Paso does not affect its next pop increase (which will end up producing an unrest problem unless we set the city to a specialist at that point anyhow). Once El Paso goes up its next pop in 2 turns, we can leave it on 1 scientist pretty much permanently... and that should allow us to remain at 100% tax, a far more efficient slider setting if we're doing 40-turn research.
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