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Gillette Turn Discussion

Road on FP and PH speeds the settler up 1t.

Road on current tile, 1S of cow, and both forests speeds it up another turn.

The cottage is being completed as fast as it can be - 3t after pottery is in.
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The settler will take two turns to move from the capital to the target site, then found city on the third. All this requires is the PHF road (already done) and the current tile road (half done): settler moves from capital to PHF (one turn), then to target site along road (0.5 move), cow tile (1.5 move), target tile (rest of move).

To speed that up and allow founding on the settler's second turn would require additional roads on the FP, 1S of cow, forest 1W of cow, and target tile: 10 additional worker turns including moves into forest tiles. That is a lot of worker turns to save one settler turn, enough to build a couple river grass cottages for future growth and still move the workers around a bit.
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1 more road is required to get a trade connection. Road on the FP is immediately desirable for mobility. Road on forest 1S of the new city also has very near-term benefits allowing that forest to be chopped more efficiently. All the road segments are desirable in the long-term and will help connect the future grain city. Meanwhile grass cottages have no near-term effect since we don't have the population to work them.
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I am not sure about the exact mechanics of the trade link to the new city, given the river and the cultural borders we will have. If we need more segments to get that, we definitely want it for the internal TR commerce.

I am still skeptical about the other road segments -- spending three workers turn moving into and roading a forest to save one worker turn later? Long-term value is also iffy at this very early stage, when worker turns are very scarce.

On river grass cottages, we will have pop to work them (or at least one) not too long after the settler is completed. If we have one (or two) built early then both workers could move to the new city to rapidly improve it. Otherwise we will need to keep one worker at the capital to keep pace with its growth.
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haphazard1 Wrote:I am not sure about the exact mechanics of the trade link to the new city, given the river and the cultural borders we will have. If we need more segments to get that, we definitely want it for the internal TR commerce.

I am still skeptical about the other road segments -- spending three workers turn moving into and roading a forest to save one worker turn later? Long-term value is also iffy at this very early stage, when worker turns are very scarce.

On river grass cottages, we will have pop to work them (or at least one) not too long after the settler is completed. If we have one (or two) built early then both workers could move to the new city to rapidly improve it. Otherwise we will need to keep one worker at the capital to keep pace with its growth.

I was assuming we would build at least another settler or worker if not two, and then overflow into / chop out a granary before growing again. We have some really great possible city sites to claim, I don't think growing onto grass cottages without a granary measures up. (Although, it being the capital, it's close.)

However, if you have a micro plan that you like I'm sincerely interested in it.
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I tend to agree with seven here we have 3 good city spots to get, so lets get thoae and get granaries up an running after we get bw, with chops.Growing in grasland cottages not that good without granaries and granaries are beeter produce after Bw to get them instant.
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Any volunteers to do a sandbox to the day so we can play with it?I hate doing that kind of stuff and i am very slow, so pleas someone with some capabilities do that if you can..
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Since we do not have Mining yet, we are a bit constrained on good tiles if we want to keep pumping out settlers. But I am assuming we are headed that way next (on the way to BW)? Once we can build a mine or two it would likely be worth growing at least one more size. And with turns needed to build a granary and some warrior escorts/garrisons we should be able to fit in some growth along the way.
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I think the plan is Mining -> BW after Pottery.
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T27 report: http://realmsbeyond.net/forums/showpost....stcount=27

Ok guys, this happened:

[Image: t27_dead_unit.JPG]

No message from TEAM, just a scout execution. Screw those guys. We'll work on this in the diplo thread, but I thought I'd call attention to it here. This is pretty annoying as it severely delays our contact with Pirates. Otherwise, worker plan was followed, and I'm assuming we're going straight to the settler next right?

Micro note: We'll want to swap to working the floodplains next turn. We don't get a hammer bonus on a settler, so the floodplains is superior to the plains forest hill.
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