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[spoilers] Pindicator Steals the Mapmakers Naming Theme

022

Forgive me for nerding out here, but i'm going to talk about worker micro and civic swaps:




This is my last turn in Caste for a while, as Alhambra will pop borders end-of-turn. Next up is serfdom. I've been mostly building roads over the last 10 turns - though a forest chop and an iron mine were also built. But now it's time to get improvements down again. Shouldn't I wait until next turn to do that efficiently? Am i wasting any turns?

Well, no. The worker dropped off on the deer put 1 turn into a camp. A camp is 4 turns to build. Next turn in Serfdom the worker action will count for 1.5. And 1 + 1.5 + 1.5 = 4 so we don't lose anything by starting the camp now, a turn before Serfdom. Similarly I put two worker turns into a farm for La Fontaine. 2 + 1.5 + 1.5 = 5, which is the requirement for a farm. So as long as I cancel worker actions at end of turn and swap to Serfdom next turn, everything stays efficient.

Borders did pop at Alhambra when I ended, thanks to the artist I've hired there:




But I did not grab the horse tile. Shoot, I was really hoping to work that when the city reached size 3.

Also, we need to snag that barb worker.
Suffer Game Sicko
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RE: [spoilers] Pindicator Steals the Mapmakers Naming Theme - by pindicator - February 27th, 2024, 17:37

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