I took some time to go over micro today. Now we actually have a plan for the next few turns!
Server Problems
We're chopping the forest tile where that settler is going to plant the next city. The forest is in Server Problem's third ring. If it gives at least 15 hammers, then we won't need to switch off the hamlet onto the mine until T75, the same turn the chop comes in. If the chop gives less then 15 hammers, then we need to switch to the mine next turn in order to have the settler finish eot75. A search of civstats led me to an old thread by OzzyKP which claims that you get the full value from chops out to the third ring, but I'm sure that is wrong. The thread says 4th-ring chops go down from 20 hammers to 16 hammers on fast speed, so that's what I'm going with on the micro sheet. If this is wrong, please let me know!
After the settler, I'll put hammers into a Lighthouse while we grow back up to size 6 on T79, the turn our whip anger runs out. Then we can build / whip another settler or worker.
Silent Neighbor
Silent Neighbor is still working on that Great Scientist. I don't even know what we're going to do with it. I guess make an Academy in the capital, but we don't have an awesome commerce capital to really benefit fully from that. It will finish slow-building the barracks, then slow-build a 5-turn axe.
Bad Economy
Bad Econ just whipped a worker. It will now grow in two turns putting more hammers into a Library. The worker will be used to chop out a settler, which we'll start as soon as we grow back to size 4 on T76. Another worker will come down from the north, so we'll finish two chops on T77, and one more to finish the settler on T80. I think this city will go by fish to our southwest.
Gov't Shutdown
Gov't Shutdown is going to have to do as our unit pump for now. It'll finish the Barracks with a chop on T75, then put a few hammers into an axe, then switch to mines and put some hammers into a spear, go back to the spear and 2-pop whip it, then 1-turn the spear, then have a bunch of overflow for the next unit.
Serdoa's Chariot
This is the one I'm most lost with. It'll finish it's Terrace T75 and pop borders T80. But I don't really know what to build here, or whether I should let it keep the corn (Bad Econ could use it for its settler builds)
Server Problems
We're chopping the forest tile where that settler is going to plant the next city. The forest is in Server Problem's third ring. If it gives at least 15 hammers, then we won't need to switch off the hamlet onto the mine until T75, the same turn the chop comes in. If the chop gives less then 15 hammers, then we need to switch to the mine next turn in order to have the settler finish eot75. A search of civstats led me to an old thread by OzzyKP which claims that you get the full value from chops out to the third ring, but I'm sure that is wrong. The thread says 4th-ring chops go down from 20 hammers to 16 hammers on fast speed, so that's what I'm going with on the micro sheet. If this is wrong, please let me know!
After the settler, I'll put hammers into a Lighthouse while we grow back up to size 6 on T79, the turn our whip anger runs out. Then we can build / whip another settler or worker.
Silent Neighbor
Silent Neighbor is still working on that Great Scientist. I don't even know what we're going to do with it. I guess make an Academy in the capital, but we don't have an awesome commerce capital to really benefit fully from that. It will finish slow-building the barracks, then slow-build a 5-turn axe.
Bad Economy
Bad Econ just whipped a worker. It will now grow in two turns putting more hammers into a Library. The worker will be used to chop out a settler, which we'll start as soon as we grow back to size 4 on T76. Another worker will come down from the north, so we'll finish two chops on T77, and one more to finish the settler on T80. I think this city will go by fish to our southwest.
Gov't Shutdown
Gov't Shutdown is going to have to do as our unit pump for now. It'll finish the Barracks with a chop on T75, then put a few hammers into an axe, then switch to mines and put some hammers into a spear, go back to the spear and 2-pop whip it, then 1-turn the spear, then have a bunch of overflow for the next unit.
Serdoa's Chariot
This is the one I'm most lost with. It'll finish it's Terrace T75 and pop borders T80. But I don't really know what to build here, or whether I should let it keep the corn (Bad Econ could use it for its settler builds)