What should AB build now?
If we work the forest, work times are 8 for settler, 5 for worker or work boat. It should be noted that AB can grow again in 5 turns...
I'm assuming that AB will go largely for settlers & workers now, which I think is how we should be devoting it. It can only grow so far before hitting caps, and specialists just aren't possible right now. That said, in the immediate, the work boat is enticing. With the clams improved and worked, AB can have 8 surplus food while generating 7 hammers; that's 15 hammers for pop unit production! That means 4-turn workers and 7-turn settlers. Thing is though, we already have it going at 13 hammers a turn for pop units. With 30 hammers invested in the workboat and 30 food in growth to pop 5, the clams would essentially have to return a 60 hammer investment when it comes to food/hammers that could have been invested in settlers and workers. That would take 30 turns for the clams to "pay back" by adding their surplus to our settler/worker builds. Still, that's not counting at all the +2 commerce a turn the clams would also be adding in; that would be helpful with research. And these 5 turns would give Fort Sierra a bit more time get on its productive feet and start getting more axemen out before AB does its best to flood our empire with more units needing protection - though, to be fair, we're all right on military units at the moment, having 3 good mil units and 2 cities + 1 worker.
The other attractive build to me is a settler. A worker would be good, but I think before that we should get another settler out; until we do, Fort Sierra is pretty much the only city needing major improvements. So, settler in 8 turns if we go straight for it... or 12 if we go for a work boat first (boat takes 5 but the improved clams will reduce the settler time by a turn).
What do you all think?
If we work the forest, work times are 8 for settler, 5 for worker or work boat. It should be noted that AB can grow again in 5 turns...
I'm assuming that AB will go largely for settlers & workers now, which I think is how we should be devoting it. It can only grow so far before hitting caps, and specialists just aren't possible right now. That said, in the immediate, the work boat is enticing. With the clams improved and worked, AB can have 8 surplus food while generating 7 hammers; that's 15 hammers for pop unit production! That means 4-turn workers and 7-turn settlers. Thing is though, we already have it going at 13 hammers a turn for pop units. With 30 hammers invested in the workboat and 30 food in growth to pop 5, the clams would essentially have to return a 60 hammer investment when it comes to food/hammers that could have been invested in settlers and workers. That would take 30 turns for the clams to "pay back" by adding their surplus to our settler/worker builds. Still, that's not counting at all the +2 commerce a turn the clams would also be adding in; that would be helpful with research. And these 5 turns would give Fort Sierra a bit more time get on its productive feet and start getting more axemen out before AB does its best to flood our empire with more units needing protection - though, to be fair, we're all right on military units at the moment, having 3 good mil units and 2 cities + 1 worker.
The other attractive build to me is a settler. A worker would be good, but I think before that we should get another settler out; until we do, Fort Sierra is pretty much the only city needing major improvements. So, settler in 8 turns if we go straight for it... or 12 if we go for a work boat first (boat takes 5 but the improved clams will reduce the settler time by a turn).
What do you all think?
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