We have a number of things to decide this turn or soon.
First, we've discovered The Wheel, just in time for our worker to start roading the copper next turn. Not much else the worker can do, so I think that's a no-brainer, but we do need to decide what to research next.
Our options:
Mysticism
Fishing
Agriculture
Archery
Masonry
Animal Husbandry
Iron Working
I think it's pretty clear we should go for a food tech - Agriculture, Fishing or Animal Husbandry. Archery and Iron Working aren't needed to get stronger military units; once we hook up the copper we'll have Spearmen and Axemen. Unless we get desperate for those cheap-but-passably-strong Archers, I don't see us getting either tech till we're done with some other ones.
Of the three food techs, Agriculture is definitely the weakest. We can't improve the Oasis tile, and the other tiles we could farm are regular old tiles which, to work at this point, would mean passing on a tile with a resource. Agriculture just doesn't seem like a good choice right now.
Fishing actually does have some points going for it, I think. Mainly that it's cheap; it costs less than half the beakers Animal Husbandry requires and would take exactly half the time (5 turns) with our current commerce income. It would make the 2-food 2-commerce clams workable, and with a workboat that could be upped to 4-food. The downside is that the workboat would cost 30 shields to build in the capital; if we don't make that investment, all Fishing does is enable a 2-food 2-commerce tile, which is no great shakes. Also, the clam tile's food output suffers in comparison to the pigs.
Animal Husbandry would let us put a pasture on the pigs. The base production of the pigs tile is 3 food, but with the pasture, that would be upped to 6 food. That's a pretty awesome contribution to the city, whether in growth power or settler/worker production! The downside is that we still have to actually build the pasture after discoving AH, which will take 10 turns itself at our current commerce rate. However, I believe we'll need 6 turns to connect the copper anyway; in the remaining 4 turns of waiting we could perhaps chop a forest. (How long does a chop take? I can't remember.) Call me a fanatic, but the thought of all the food that pig tile could produce makes me want to go for AH.
Second, we need to decide where the scout will go. Next turn I think 6-3 as per polarnomad's plan is still good, but we're coming up on the point of no costless return for the option of heading south if we want to change our minds on going east.
First, we've discovered The Wheel, just in time for our worker to start roading the copper next turn. Not much else the worker can do, so I think that's a no-brainer, but we do need to decide what to research next.
Our options:
Mysticism
Fishing
Agriculture
Archery
Masonry
Animal Husbandry
Iron Working
I think it's pretty clear we should go for a food tech - Agriculture, Fishing or Animal Husbandry. Archery and Iron Working aren't needed to get stronger military units; once we hook up the copper we'll have Spearmen and Axemen. Unless we get desperate for those cheap-but-passably-strong Archers, I don't see us getting either tech till we're done with some other ones.
Of the three food techs, Agriculture is definitely the weakest. We can't improve the Oasis tile, and the other tiles we could farm are regular old tiles which, to work at this point, would mean passing on a tile with a resource. Agriculture just doesn't seem like a good choice right now.
Fishing actually does have some points going for it, I think. Mainly that it's cheap; it costs less than half the beakers Animal Husbandry requires and would take exactly half the time (5 turns) with our current commerce income. It would make the 2-food 2-commerce clams workable, and with a workboat that could be upped to 4-food. The downside is that the workboat would cost 30 shields to build in the capital; if we don't make that investment, all Fishing does is enable a 2-food 2-commerce tile, which is no great shakes. Also, the clam tile's food output suffers in comparison to the pigs.
Animal Husbandry would let us put a pasture on the pigs. The base production of the pigs tile is 3 food, but with the pasture, that would be upped to 6 food. That's a pretty awesome contribution to the city, whether in growth power or settler/worker production! The downside is that we still have to actually build the pasture after discoving AH, which will take 10 turns itself at our current commerce rate. However, I believe we'll need 6 turns to connect the copper anyway; in the remaining 4 turns of waiting we could perhaps chop a forest. (How long does a chop take? I can't remember.) Call me a fanatic, but the thought of all the food that pig tile could produce makes me want to go for AH.
Second, we need to decide where the scout will go. Next turn I think 6-3 as per polarnomad's plan is still good, but we're coming up on the point of no costless return for the option of heading south if we want to change our minds on going east.
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