(May 12th, 2014, 06:01)Old Harry Wrote: I attempted some sandboxing last night, the upshot of which was that next turn moving one worker to road the forest SE of city four (Daisy) and having the worker that just completed in Butterscotch chop for one turn S of BS, then complete the road, then move to Daisy's pigs, allows us to start pasturing straight away when the city is settled.
This is exactly what I've done in my sims

Quote:I didn't get much further than that, other than to start roading the Gems first to allow two workers to mine it and to complete the ivory camp before thinking about putting a chop into anything. Does that agree with what you had planned?
Here I'm not 100 % sure how you played this, but I think I've done it differently. Gems will be an awesome commerce tile, but I've prioritized improving/working copper first, because ivory will provide us enough happiness for now and 6 food-hammers from copper is also nice. Does that sound reasonable?
Quote:I did build the granaries in BS and Cornelius with chops and whips in my sandbox, but it might be better to use those for more workers first and then to grow on the granaries.
Yeah, I think we should get early-ish granaries pretty much everywhere, A will start one after the next settler double-whip, granary in BS works beautifully supported by that forest S of the city. C is bit less optimal, but once we get the forest W of the city chopped it can whip one as well - however the city might pump out two workers before we have time to do it. Daisy will get granary fast supported by forest chop coming from SE of the city - that is something I consider rather important so that we get the city fast and efficiently to size 3 where it can work pigs+copper+gems.
Quote:NW-NW for the scout next turn? (I presume you left him there without using the second movement point for safety?)
You assume correctly and scout move sounds good.

Quote:Is circumnav possible on this map? If so do we set out for that and try to make as many contacts as possible along the way (do contacts matter for known tech bonus now?)
Should be impossible. The water percentage requirement was changed to something big enough so that circumnav is off. I can't remember the exact number, but I remember checking it earlier

Contacts will start to matter once somebody reaches a classical tech, so probably not quite yet, but in the near future. Then it will be +2 % per player met who knows the tech in question. So that's nothing too important for the next 50 turns, but later in the game we most definitely want to have lots of contacts if we are not tech leaders. (once somebody gets an industrial tech known-tech bonus will be +8 % per player with 75 % maximum). I think BS will be able to provide us with few WBs/galley in a semi-near future (depends a bit on whether it needs to produce much military for Azza front)
As a side note, I haven't mentioned it, but I remember to check Azza's power graph every turn and there have been no threatening changes. We currently have 52 EPs against Azza while Azza has put nothing on us yet.