Zeviz, I understand your concerns and I too would have more workers in an SP game. There are some good reasons why we have diverted production to other things, but I agree we need to find places to squeeze workers into the build queues.
Currently, 2 workers at pink dot makes sense as it needs cottages and they can be laid down quickly with two workers on the case. Green Acres is building its own worker so that's OK. Mellow Yellow needs some work - I would send Syme over there. Something fishy you have a good point. I would agree with your suggestion of putting in a worker ahead of settler to improve its own tiles. The cape town workers, once they have finished rebuilding the copper mine, I think should build two roads. One should finish the road to Airstrip One, the other should build a new road from Cape Town to Pink Dot.
For the remaining three cities, we have three workers, which is just about OK for now. Mustapha is heading (or will head when Sullla finishes the turn) to Saxon, which probably only needs one worker at the moment. China Beach too only needs one worker, and will receive help from Winston. Airstrip One also probably only needs a single worker (Bernard) to lay down one or two more cottages.
Things I would change this turn:
Mellow Yellow to forge. Library is not really much help immediately and I think we were building it for a lack of something else to build. A forge would increase the efficiency of our whips and chops here.
Cape Town to maceman. Our best unit, and goes with the theory of slow units at the front line, fast units from the back cities.#
Something Fishy to worker, as discussed earlier.
Airstrip One to forge. Next turn it will be able to work an additional 2 mines due to growth and the HG, turning it into a production monster. Building a forge here will surely make the most of our hammers. Plus a forge raises the happy cap (gems) to let it grow to size 11.
I will post something later in the urban planning thread about a plan for China Beach.
Currently, 2 workers at pink dot makes sense as it needs cottages and they can be laid down quickly with two workers on the case. Green Acres is building its own worker so that's OK. Mellow Yellow needs some work - I would send Syme over there. Something fishy you have a good point. I would agree with your suggestion of putting in a worker ahead of settler to improve its own tiles. The cape town workers, once they have finished rebuilding the copper mine, I think should build two roads. One should finish the road to Airstrip One, the other should build a new road from Cape Town to Pink Dot.
For the remaining three cities, we have three workers, which is just about OK for now. Mustapha is heading (or will head when Sullla finishes the turn) to Saxon, which probably only needs one worker at the moment. China Beach too only needs one worker, and will receive help from Winston. Airstrip One also probably only needs a single worker (Bernard) to lay down one or two more cottages.
Things I would change this turn:
Mellow Yellow to forge. Library is not really much help immediately and I think we were building it for a lack of something else to build. A forge would increase the efficiency of our whips and chops here.
Cape Town to maceman. Our best unit, and goes with the theory of slow units at the front line, fast units from the back cities.#
Something Fishy to worker, as discussed earlier.
Airstrip One to forge. Next turn it will be able to work an additional 2 mines due to growth and the HG, turning it into a production monster. Building a forge here will surely make the most of our hammers. Plus a forge raises the happy cap (gems) to let it grow to size 11.
I will post something later in the urban planning thread about a plan for China Beach.
Comment