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  • #76
    Oh actually, chopping that plains hill forest doesn't work because Burgundy being settled stops the chop going to the right city. Hmm. It does work if we send 3 workers into that forest next turn. But that's a waste of worker turns. Or we could delay settling burgundy by 1 or 2 turns. Hmm. Would have worked fine if I'd have thought about this this turn, since we could have sent 2 workers onto that hill this turn. Or we could go with a modified Ruff-Hi plan of whipping a unit but without building the desert mine.

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    • #77
      the save I uploaded was how GA will be after the end of this turn.

      re the chopped forest - mh confirmed that the hammers go to the city that has the tile highlighted - so I still think your sim is good.

      Can you post a turn by turn so that we can compare?
      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.

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      • #78
        I strongly suggest we don't whip anything. Save the population for drafts. We aren't trying to get Globe ASAP (like we were with our great wonders and Moai), we just need it by a couple turns after Nationalism finishes. Remember drafting is our end goal here and that is far superior at converting food to hammers. Every population whipped now costs a unit ~15 turns from now.

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        • #79
          Just an update that the Globe will be finished on Turn 153. It is currently on a high-food diet. We have built 2 farms, one cannot be worked and spreads irrigation. The other is finished and is being worked. The other bare grass tile has 1 turn of farming into it and the grass forest will be chopped next turn. We still need 10 turns of worker labour here to complete the required improvements for optimal drafting and have 2 workers at the scene. Sunrise stole my workers . We have good population - size 8 and due to grow to size 9 next turn so that's lots of spare food to draft every turn for a good while.

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          • #80
            Does that mean 'available to use on T153' or is it 'T154'?
            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.

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            • #81
              Yeah, available to use T153. It's slightly premature if we revolt T154 or T153, but we thought we were aiming for T149. Ah well.

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              • #82
                Originally posted by sooooo View Post
                Just an update that the Globe will be finished on Turn 153. It is currently on a high-food diet. We have built 2 farms, one cannot be worked and spreads irrigation. The other is finished and is being worked. The other bare grass tile has 1 turn of farming into it and the grass forest will be chopped next turn. We still need 10 turns of worker labour here to complete the required improvements for optimal drafting and have 2 workers at the scene. Sunrise stole my workers . We have good population - size 8 and due to grow to size 9 next turn so that's lots of spare food to draft every turn for a good while.
                The three roading the desert tiles will finish up next turn, assuming we have units to cover them from the crossbow. They can head back to Green Acres after that, and should be able to preform worker actions on T154.

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                • #83
                  No I think we can make-do with 2 workers at green acres. Those 3 workers are needed in the Jericho/Upper Burgundy/Cape Town area.

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