no - not at all. Early development of the cows is much more important than a road.
Announcement
Collapse
No announcement yet.
The worker thread
Collapse
X
-
Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
-
Sounds good to me too. I'll split off the worker when the road is 2 tiles from forest (to avoid wasting time). That will be next turn, IIRC.
EDIT: The worker will start his run next turn. The only problem is that the quecha is back in the area again, so I am not sure how we will protect the worker. Perhaps we should wait a turn for the extra warrior to get there.Last edited by Zeviz; August 11, 2008, 01:57.
Comment
-
Our workers are now back together. Their next task is to move to the rice tile. Once they do that, they have two options: farm the rice or build the road (connecting our cities). They can finish the road in 1 turn (road takes 2 worker cycles). They can farm the rice in ? turns (not sure how many worker cycles a farm takes - 4?). Pink Dot is 3 turns from growth.
So - road first and then farm or
Farm and then road?
My preference is to road and then farm - getting more benefit from the intra-city trade routes.Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
Comment
-
Yes, road first.
After that I'd send one worker to build a cottage near capital, and then start improving new city. (Maybe finishing the farm first. I need to log in and count the travel turns to make sure we have pottery by the time he gets there.)
Comment
-
Okay so let's start talking about our workers. We have 2 workers. One is mining the hill north of Pink Dot. One is cottaging south of the capital. I believe both workers will be done in 2 turns. We also have a new worker that will be at Airstrip One next turn.
We have the following possible priorities.
A: Continue to cottage / improve Airstrip One. By my count it has 3 mined hills, a soon to be complete cottage and a grassland cow improved.
B: Continue to improve Pink Dot. By my count it has an improved rice and cow, along with a soon to be complete hill. It is about to be double-whipped down to size 2 so for the next 15 turns or so (till it grows back to size 4) it will have enough improved tiles to work (cow/rice/hill).
C: Improve China Beach, by either pasturizing the cows, chopping the workboat or mining a hill).
D: Improve Cape Copper, by roading / mining the copper, roading / mining the horses, and pasturizing the cows.
I would vote DCAB as my order of priorities.
My initial thought was that we would whip the work boat at China Beach when it hits size 2 in 8 turns, but now that I see we have a 3rd worker, we might be able to use the new worker to chop the forest 2E of C. Beach and then pasture the cows (possibly working a more hammer focused tile for a few turns to ensure the work boat is finished by the chop). Maybe we need to run some scenarios on that.
As for Cape Copper which I think should be our highest priority, it would be great if we could get a worker there to have the copper roaded by the turn the settler gets there, so as soon as we found the city, the worker can begin the mine. And also to ensure that we have Sailing by then. Oh, and to make sure we have enough escorts there
So let's say 2 turns to whip, 1 turn for the settler to be built, and 7 turns to get there (counting an extra turn delay from Sullla's optimal path for enemies or barbs). And 1 turn to settle the city, so we're looking at 10-11 turns. Let's say 10 turns.
I can't see how either the new worker or Winston can get to the copper in fewer than 6 turns. Plus I believe 2 turns to road? So in 2 turns one of those workers needs to be on its way. Conveniently Winston will be done with his cottage in (wait for it) 2 turns!!!.
So my initial stab at a plan says that next turn, when the new worker is complete, it moves to the wine tile. The turn after that, it moves 1W to the forest 2E of China Beach and begins chopping. The same turn, Winston should be done with his cottage and he moves the 6 turns to the copper. When he's done with the chopping (5 turns?), the new worker (how about Emmanuel?) moves to the cows.
I'm open to suggestions / calculations on whether it would be better to have him pasture the cows first and whip the workboat.
Also, we could use O'Brien to do Cape Copper (or use 2 workers at CC since it seems to be a high priority). Seems like with the possible exceptions of another cottage or two at the capital, and the cows at CB, our next big hitter tiles are all over at CB (cow/horse/copper)
Thoughts?
Comment
-
Bumped for consideration. My own personal thoughts are:
- Winston [worker at capital] will finish the current cottage, and then continue cottaging a couple more tiles around Airstrip One. We can decide his next mission after that.
- O'Brien [worker at Pink] will finish his current mine and road the hill tile he is on (this slightly speeds up the settler's movement to Cape Copper). He then tags along with the settler to the Cape, thus we can defend them together rather than having to make two separate trips.
- Worker in training at capital heads for China Beach. What should his first action be? I like the suggestion floated to have him chop the forest two tiles east of China Beach to complete the work boat, followed by pasturizing the cows and then cottaging the floodplains tile.
- Presumably we will start another worker in Pink shortly after the settler finishes, probably after it regrows to size 3 following the whipping.
Ultimately I think the logistics for this work out a little better than regoarrarr's plan to send Winston to the Cape after he finishes his current cottage. Regardless of what we decide, let's work together to figure out the best course of action.
Comment
-
Well I guess one consideration to take into account is how soon we want the copper. I was kind of figuring that we would want it as soon as we could possibly get it, given the need to defend kind of a "reach" settlement.
That's why I went with getting a worker over there ASAP to start roading before the city was even down
Logistically where are our potential escorts?
Comment
-
That's good, but how are we going to get that first work boat out, Zeviz? It will take 2 turns to move Parsons to the cattle, 4 turns to build a pasture (I think), then another 4-5 turns to construct the actual work boat. If we go for the chop instead, we take one turn to move onto the forest, 4 turns to chop the forest (which we're going to chop eventually anyway), then instantly complete the work boat. That gets us to size 2, wherein we can work the clams and immediately whip the second work boat out.
Believe me, I'm usually a fan of improving resources over chopping, yet in this case I think the latter is actually the more efficient move.
Comment
-
Okay so let's talk workers (again):
AFAICT we have 4 workers and again AFAICT, they are doing the following things:
O'Brien: Pasturizing the plains cattle at Cape Town
Winston: Building a cottage at the capital
Parsons: At China Beach, roading towards the capital
Syme: Roading from Pink Dot towards Pink Peaks
We have the following worker actions that need to be done in the short to mid-term, in a vague idea of prioritized order (subject to change): It is currently T83 I think.
1. Mining and roading the iron at Pink Peaks (founded in 5 turns T88 I think). This is 2 roads (4 worker turns - can be completed whenever) and mining the iron itself (5 worker turns - I think) which can not be started until borders expand on T93.
2. Pasturizing the cattle at Pink Peaks (can not be started until Pink Peaks is founded (T88)
3. Winerize?the wines between China Beach and the capital
4. Continue building the road network
5. Pre-chop forests at the capital for the GL?
So my initial thoughts:
Syme continues roading towards Pink Peaks. Can we get a screenshot of where he is / where he's going?
O'Brien finishes pasturizing the plains cattle and heads towards Pink Peaks. Between the 2 of them they take care of the iron and cattle there in some order (TBD)
Winston continues pre-chopping after the cottage
Syme continues roading towards the capital, pre-chopping and between the 2 of them we bring the winery up to speed.
I think I'm okay with building another worker at the capital next, but we also want to consider that we are going to have at least +2 happiness in about 10 turns, so growing to an unhappy face for a turn or two (But not 10) isn't the end of the world. That's probably worth running some numbers on. I assume we're going to revolt to HR ASAP?
Comment
Comment