I've plotted out two build schemes for this turn period. The results are summarized below; skip my calculations unless you wish to check or experiment with them. (You may wish to check out the bolded dates to see the differences in milestones, however.)
STRAIGHT FOR SETTLER
(2960 BC) Turn 27: Food @ 6/24; Spearman @ 31/35. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 28: Spearman built. Food @ 8/24; Settler @ 2/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 29: Forest chopped. Food @ 8/24; Settler @ 30/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 30: Food @ 8/24; Settler @ 38/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 31: Food @ 8/24; Settler @ 46/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 32: AH discovered. Food @ 8/24; Settler @ 54/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 33: Food @ 8/24; Settler @ 62/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 34: Food @ 8/24; Settler @ 70/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 35: Pasture built on pigs. Food @ 8/24; Settler @ 78/100. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 36: Food @ 8/24; Settler @ 89/100. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 37: Settler built. Food @ 8/24; Axeman @ 0/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 38: Food @ 13/24; Axeman @ 6/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 39: Food @ 18/24; Axeman @ 12/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 40: Food @ 23/24; Axeman @ 18/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 41: Growth to size 3. Food @ 4/26; Axeman @ 24/35. Work Copper+Pigs+Oasis=EOT +6 food, +6 hammers, +11 commerce
Turn 42: Food @ 10/26; Axeman @ 30/35. Work Copper+Pigs+Oasis=EOT +6 food, +6 hammers, +11 commerce
Turn 43: Axeman built. Food @ 16/26; Build @ 1/?.
Total commerce: 164
Note: A second forest chop right after pasturing & roading the pigs can bring the Axeman completion up by two turns to Turn 41.
PRIORITIZING GROWTH
(2960 BC) Turn 27: Food @ 6/24; Spearman @ 31/35. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 28: Spearman built. Food @ 8/24; Settler @ 2/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 29: Forest chopped. Food @ 8/24; Axeman 0/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 30: Food @ 10/24; Axeman 6/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 31: Food @ 12/24; Axeman 12/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 32: AH discovered. Food @ 14/24; Axeman 18/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 33: Food @ 16/24; Axeman 24/35 (Settler 30/100). Work Oasis+Pigs=EOT +4 food, +1 hammers, +11 commerce
Turn 34: Food @ 20/24; Axeman 25/35 (Settler 30/100). Work Oasis+Pigs=EOT +4 food, +1 hammers, +11 commerce
Turn 35: Growth to size 3. Pasture built on pigs. Food @ 0/26; Settler 30/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 36: Food @ 0/26; Settler 42/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 37: Food @ 0/26; Settler 54/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 38: Food @ 0/26; Settler 66/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 39: Food @ 0/26; Settler 78/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 40: Food @ 0/26; Settler 90/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 41: Settler complete. Food @ 0/26; Axeman 28/35. Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 42: Food @ 6/26; Axeman 34/35. Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 43: Axeman built. Food @ 12/26; Build 5/?.
Total Commerce: 176
Note: The second forest chop can be done here too of course, generating the same +20 shields; however, it would come too late to speed up either axeman or settler build.
So, to sum up. (Turns w/out mil units is a consideration IMO, as if the settler is produced when we don't yet have 2 mil units available, we will be forced to leave AB undefended while we send the garrison out with the settler. And if we're smart, we'll send out the garrison a little bit ahead of the settlers actual production to take advantage of our settler's 2 moves for a little while, which means the turns w/out a garrison for AB are if anything underestimated by the numbers I present here.)
<table border="2"><tr><td></td><td>FOOD</td><td>HAMMERS</td><td>TOTAL COMMERCE</td><td>TURNS TO SETTLER</td><td>TURNS W/OUT 2 MIL UNITS (AFTER SETTLER)</td></tr><tr><td>Settler</td><td>16</td><td>1</td><td>164</td><td>10</td><td>5/7</td></tr><tr><td>Growth</td><td>12</td><td>5</td><td>176</td><td>14</td><td>2</td></tr><tr><td>Diff: Settler</td><td><font color=green>+4</font></td><td><font color=red>-4</font></td><td><font color=red>-12</font></td><td><font color=green>-4</font></td><td><font color=red>+3/+5</td></tr><tr><td>Diff: Growth</td><td><font color=red>-4</font></td><td><font color=green>+4</font></td><td><font color=green>+12</font></td><td><font color=red>+4</font></td><td><font color=green>-3/-5</font></td></tr></table>
As you can probably see, the main difference is in the time of settler production, and the turns spent without military units for AB, namely the axeman (Each turn of reduction of this below 3 turns for the settler-priority scenario would mean 1 more turn before the settler). Commerce is also a minor factor.
Hammers and food are traded straight for each other, so while I think hammers are a bit more valuable than food in AB, I don't think either is a consideration.
STRAIGHT FOR SETTLER
(2960 BC) Turn 27: Food @ 6/24; Spearman @ 31/35. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 28: Spearman built. Food @ 8/24; Settler @ 2/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 29: Forest chopped. Food @ 8/24; Settler @ 30/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 30: Food @ 8/24; Settler @ 38/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 31: Food @ 8/24; Settler @ 46/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 32: AH discovered. Food @ 8/24; Settler @ 54/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 33: Food @ 8/24; Settler @ 62/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 34: Food @ 8/24; Settler @ 70/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 35: Pasture built on pigs. Food @ 8/24; Settler @ 78/100. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 36: Food @ 8/24; Settler @ 89/100. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 37: Settler built. Food @ 8/24; Axeman @ 0/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 38: Food @ 13/24; Axeman @ 6/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 39: Food @ 18/24; Axeman @ 12/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 40: Food @ 23/24; Axeman @ 18/35. Work Copper+Pigs=EOT +5 food, +6 hammers, +9 commerce
Turn 41: Growth to size 3. Food @ 4/26; Axeman @ 24/35. Work Copper+Pigs+Oasis=EOT +6 food, +6 hammers, +11 commerce
Turn 42: Food @ 10/26; Axeman @ 30/35. Work Copper+Pigs+Oasis=EOT +6 food, +6 hammers, +11 commerce
Turn 43: Axeman built. Food @ 16/26; Build @ 1/?.
Total commerce: 164
Note: A second forest chop right after pasturing & roading the pigs can bring the Axeman completion up by two turns to Turn 41.
PRIORITIZING GROWTH
(2960 BC) Turn 27: Food @ 6/24; Spearman @ 31/35. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 28: Spearman built. Food @ 8/24; Settler @ 2/100. Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 29: Forest chopped. Food @ 8/24; Axeman 0/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 30: Food @ 10/24; Axeman 6/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 31: Food @ 12/24; Axeman 12/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 32: AH discovered. Food @ 14/24; Axeman 18/35 (Settler 30/100). Work Oasis+Copper=EOT +2 food, +6 hammers, +11 commerce
Turn 33: Food @ 16/24; Axeman 24/35 (Settler 30/100). Work Oasis+Pigs=EOT +4 food, +1 hammers, +11 commerce
Turn 34: Food @ 20/24; Axeman 25/35 (Settler 30/100). Work Oasis+Pigs=EOT +4 food, +1 hammers, +11 commerce
Turn 35: Growth to size 3. Pasture built on pigs. Food @ 0/26; Settler 30/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 36: Food @ 0/26; Settler 42/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 37: Food @ 0/26; Settler 54/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 38: Food @ 0/26; Settler 66/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 39: Food @ 0/26; Settler 78/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 40: Food @ 0/26; Settler 90/100 (Axeman 26/35). Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 41: Settler complete. Food @ 0/26; Axeman 28/35. Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 42: Food @ 6/26; Axeman 34/35. Work Oasis+Pigs+Copper=EOT +6 food, +6 hammers, +11 commerce
Turn 43: Axeman built. Food @ 12/26; Build 5/?.
Total Commerce: 176
Note: The second forest chop can be done here too of course, generating the same +20 shields; however, it would come too late to speed up either axeman or settler build.
So, to sum up. (Turns w/out mil units is a consideration IMO, as if the settler is produced when we don't yet have 2 mil units available, we will be forced to leave AB undefended while we send the garrison out with the settler. And if we're smart, we'll send out the garrison a little bit ahead of the settlers actual production to take advantage of our settler's 2 moves for a little while, which means the turns w/out a garrison for AB are if anything underestimated by the numbers I present here.)
<table border="2"><tr><td></td><td>FOOD</td><td>HAMMERS</td><td>TOTAL COMMERCE</td><td>TURNS TO SETTLER</td><td>TURNS W/OUT 2 MIL UNITS (AFTER SETTLER)</td></tr><tr><td>Settler</td><td>16</td><td>1</td><td>164</td><td>10</td><td>5/7</td></tr><tr><td>Growth</td><td>12</td><td>5</td><td>176</td><td>14</td><td>2</td></tr><tr><td>Diff: Settler</td><td><font color=green>+4</font></td><td><font color=red>-4</font></td><td><font color=red>-12</font></td><td><font color=green>-4</font></td><td><font color=red>+3/+5</td></tr><tr><td>Diff: Growth</td><td><font color=red>-4</font></td><td><font color=green>+4</font></td><td><font color=green>+12</font></td><td><font color=red>+4</font></td><td><font color=green>-3/-5</font></td></tr></table>
As you can probably see, the main difference is in the time of settler production, and the turns spent without military units for AB, namely the axeman (Each turn of reduction of this below 3 turns for the settler-priority scenario would mean 1 more turn before the settler). Commerce is also a minor factor.
Hammers and food are traded straight for each other, so while I think hammers are a bit more valuable than food in AB, I don't think either is a consideration.
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