Turn 17:
The scout uncovered some nice riverland but no new resources. NE-SE next? Or NW-NW?
Lan completed our corn farm, so we have switched over to a Quechua to grow in 4 turns. So why are we making this mid-Worker switch? Well, when I tested the option of growing to size 2 on the unimproved corn before building the worker, that was obviously slower. Building the Worker first and then growing was much better. But then the worker completed before BW was done, so it wasted a turn pre-farming a tile that will get cottaged soon. Also, a hill was mined well before we had the population to actually work it. Two chops completed together at the end of the Settler, but with 29 hammers overflow, the second chop was completely superfluous for the Settler, and was not enough to 1-turn the workboat. Going with the current plan (growing as soon as the farm finished), only delays the worker by two turns, but allows us to work the mine much earlier, generating a higher total yield, which let's us get the Settler out a turn faster and 1-turn the workboat the next turn (and saves us a forest).
Finishing that farm catapults us from last to second in food! We also made a small move up in GNP. 2k soldier points were added this turn, coinciding with the Ponies researching a tech. At 11 turns to research, I think they got AH, maybe? The other option is that they finished Pottery, and someone built a warrior.
The scout uncovered some nice riverland but no new resources. NE-SE next? Or NW-NW?
Lan completed our corn farm, so we have switched over to a Quechua to grow in 4 turns. So why are we making this mid-Worker switch? Well, when I tested the option of growing to size 2 on the unimproved corn before building the worker, that was obviously slower. Building the Worker first and then growing was much better. But then the worker completed before BW was done, so it wasted a turn pre-farming a tile that will get cottaged soon. Also, a hill was mined well before we had the population to actually work it. Two chops completed together at the end of the Settler, but with 29 hammers overflow, the second chop was completely superfluous for the Settler, and was not enough to 1-turn the workboat. Going with the current plan (growing as soon as the farm finished), only delays the worker by two turns, but allows us to work the mine much earlier, generating a higher total yield, which let's us get the Settler out a turn faster and 1-turn the workboat the next turn (and saves us a forest).
Finishing that farm catapults us from last to second in food! We also made a small move up in GNP. 2k soldier points were added this turn, coinciding with the Ponies researching a tech. At 11 turns to research, I think they got AH, maybe? The other option is that they finished Pottery, and someone built a warrior.