Turn 23
I think its settler->warrior->work boat->granary, you can check the spreadsheet I'm using to see how I compared size 3 with size 2 and how my thoughts evolve. I'm currently torn over building granaries or settlers ~t46 with only two cities. I'm inclined towards the granaries as cities 3&4 haven't got much commerce going on and the date for Maths is the limiting factor on the Pyramids push. The thing is, getting to t50 with only two cities is definite lead boots territory.
Back to the turn and we have a 70% chance that our scouting stops right here...

In news we have some control over: next turn I have to make a decision about where to road. The pink line speeds two forest chops, the blue line allows one bonus mine-turn into the plains hill and gives the best long-term layout, but requires the scout to survive and stand watch from the hill, while I think the red line gives a decent long-term layout but only speeds one forest chop. Are there any options I've missed? I was going to go for blue, but with the scout about to die red seems more sensible. Or perhaps a version of blue that roads the plains tile instead of the forest and uses the extra turn to mine the plains hill...
(November 26th, 2015, 23:06)TheHumanHydra Wrote: Glad to have helped in some way (?, tbd by future). Any idea what you will build after the settler?
I think its settler->warrior->work boat->granary, you can check the spreadsheet I'm using to see how I compared size 3 with size 2 and how my thoughts evolve. I'm currently torn over building granaries or settlers ~t46 with only two cities. I'm inclined towards the granaries as cities 3&4 haven't got much commerce going on and the date for Maths is the limiting factor on the Pyramids push. The thing is, getting to t50 with only two cities is definite lead boots territory.

Back to the turn and we have a 70% chance that our scouting stops right here...
In news we have some control over: next turn I have to make a decision about where to road. The pink line speeds two forest chops, the blue line allows one bonus mine-turn into the plains hill and gives the best long-term layout, but requires the scout to survive and stand watch from the hill, while I think the red line gives a decent long-term layout but only speeds one forest chop. Are there any options I've missed? I was going to go for blue, but with the scout about to die red seems more sensible. Or perhaps a version of blue that roads the plains tile instead of the forest and uses the extra turn to mine the plains hill...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld