So the basic trade-off seemed to be a handful of foodhammers verses a handful of beakers, since practically all our citizens can work 1c tiles. At this stage, I think the fh are more important.
Second question that I did not sim last night is the trade-off between starting the Settler immediately or regrowing to size4 before starting the Settler - and then either 1pop or 2pop whipping. I /think/ it might be better to grow back to size4 first (and this would probably also let us put out 2 Warriors rather than just 1), and since I've got my sim set up now it /should/ be a quick test.
As for Worker turns, I simmed the following:
Alpha: 4 onto FP, Farm
Beta: 7-1t Farm, 1-1t Farm, 2 (onto FP) Farm
That finishes the Farm on the FP fastest without wasting any Worker turns. I /think/ we finish it one turn faster by moving Beta straight there, but at the cost of 2t of Farming. Since The Wheel doesn't come in until ~the same time as the Settler, they are stuck Farming or Mining for the next turns. I think that the Grass 1N of the FP is the next target to Farm, which will have 1t Farm into it when the FP Farm completes under this plan, and that Farm completes at the same time as The Wheel.
I'd propose to keep the Southern Scout in sight of the Coast and continue to loop around. North Western Scout to keep heading North from dtay. Local Scout's job is probably to fully de-fog the coastal area around the Copper and then either head SE to defog our Eastern Coast, or SW to uncover the area between us and dtay.
Also to consider is whether we need to prioritise AH to find our Horses? There's a viable City site 9 from the Copper that grabs the first-ring Sheep and a second-ring Clams, however I don't know that we want to go there as early as city 3, whereas I think dtay's Copper is placed better for early settling. Also Barbs.
We're currently planning Wheel (~8t) - Pottery but with the river commerce and the Gold maybe we can delay Pottery and go Wheel - Hunting (looots of Sheep) - AH instead?
Second question that I did not sim last night is the trade-off between starting the Settler immediately or regrowing to size4 before starting the Settler - and then either 1pop or 2pop whipping. I /think/ it might be better to grow back to size4 first (and this would probably also let us put out 2 Warriors rather than just 1), and since I've got my sim set up now it /should/ be a quick test.
As for Worker turns, I simmed the following:
Alpha: 4 onto FP, Farm
Beta: 7-1t Farm, 1-1t Farm, 2 (onto FP) Farm
That finishes the Farm on the FP fastest without wasting any Worker turns. I /think/ we finish it one turn faster by moving Beta straight there, but at the cost of 2t of Farming. Since The Wheel doesn't come in until ~the same time as the Settler, they are stuck Farming or Mining for the next turns. I think that the Grass 1N of the FP is the next target to Farm, which will have 1t Farm into it when the FP Farm completes under this plan, and that Farm completes at the same time as The Wheel.
I'd propose to keep the Southern Scout in sight of the Coast and continue to loop around. North Western Scout to keep heading North from dtay. Local Scout's job is probably to fully de-fog the coastal area around the Copper and then either head SE to defog our Eastern Coast, or SW to uncover the area between us and dtay.
Also to consider is whether we need to prioritise AH to find our Horses? There's a viable City site 9 from the Copper that grabs the first-ring Sheep and a second-ring Clams, however I don't know that we want to go there as early as city 3, whereas I think dtay's Copper is placed better for early settling. Also Barbs.
We're currently planning Wheel (~8t) - Pottery but with the river commerce and the Gold maybe we can delay Pottery and go Wheel - Hunting (looots of Sheep) - AH instead?