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OK, let me state this flat out. Unless the German team would specifically write to us saying "we will not gift you marble unless you connect it yourselves", then we are not sending any workers up there. It's 6+ turns away by road, and we have plenty for our current workers to do. By the time we could even walk up there, they'll already have the marble connected.
Thinking outside the box is great and all, but let's not get silly. Enough with the whole "sending workers to build improvements for the Germans" thing.
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If I thought it would get us marble online a turn earlier so we could complete Taj sooner, it would be worth it to me. After looking at it, though, I think they can do it themselves by the time we could get our workers there, so it would be essentially wasted effort on our part. I would gladly trade 12 worker turns moving (there and back) and however many in addition for the building of roads to get marble online sooner if I thought CivFr would beat us to finishing Taj.
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Upcoming builds:
We should whip the market in Gourmet Menu the turn before we get MC, so we can take the overflow hammers and put them into a forge. GM has a decent amount of hammers, and with all its trade routes we want to grow the city big. We can also put civizens on the coast to whip away or starve down as specialists in a future golden age.
I think we should go for a forge next in Tree Huggers, and preserve the overflow from the monastery by building wealth.
The Covenant should probably whip its library the turn before MC as well.
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Actually, in most of those cities, the plan is to whip the forge and then overflow back into whatever it is that they're building now. The forge is more important to finish first, since it adds bonus production to all future whips.
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With the double-draft at Tree Huggers, the city is quite close to its happy cap (especially once we start get the war weariness). What about doing the following:
Tree Huggers skips the banana and farms for now, working all cottages (and the cow and gems, of course). That allows Cutting Edge to pick up the banana, and drop the rice (not sure if we should switch CE to the mines, though). Simple Life drops the cow and farm, and can go all cottages and rice. The Covenant, which has plenty of happy headroom right now, picks up the cow, to get quick growth onto all its cottages. I guess we will draft the city this turn as well.
Should we whip the knight in Frozen Jungle this turn, overflowing to a forge?
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Getting more settlers
We need several settlers in the coming turns. One for the replacement city up Apolyton way, and hopefully two more for the central and east silver island. We might also need some more for German cities that we raze. So where to get them? We also need several missionaries for captured German cities and new ones.
French Riviera can be size 6 on T155, so we can get a settler out of there and ready to move on T157.
I'm unsure if it's best to get our other settler for the islands out of Seven Tribes or Let It Snow. ST is more developed, but with the forge it will get usable amounts of overflow.
Ditchdigger can be up to size 6 quickly, and also makes a good candidate for a settler whip, though we will get relatively little overflow there.
Simple Life probably makes for a good settler whip candidate. With the cow and rice it can grow back quickly, and it can use the overflow either for a missionary or get it into the market.
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Missionaries, missionaries. We need more missionaries. To pop borders sooner to stop CFC from pillaging if nothing else.
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(June 16th, 2013, 12:34)NobleHelium Wrote: Missionaries, missionaries. We need more missionaries. To pop borders sooner to stop CFC from pillaging if nothing else.
That's why I like settler whips in cities with forges - you get 25-30H of overflow into a missionary.
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