Regarding the issue of insufficient workforce, I can't speak for Deity, but I guess I could find some time to discharge you from some of your testing. It's just that the ideas on what to investigate don't seem to come to me as naturally as they do to you.
After all, you're the captain, and I have no problem taking on my role as "small hands", so by all means use me!
For instance, I could have looked into the silk micro myself after Duckweed asked for it
But then you replied to him a few minutes later and after that, it felt like a "private" discussion between you two and it seemed natural to let you handle the testing to support your arguments. Probably a mistake on my part, but the point is that it's typically the kind of situation where you could have asked for a little help and I'd have been happy to grant it.
Maybe you don't want to sound too bossy or something, but if it makes the testing move at a faster pace, and can avoid the discussion getting out of hands like it did yesterday evening, then I believe it will be beneficial for the team. Besides, it may even allow Compromise or LeftA to contribute a little bit, since there are some small tests that could be done on the side without having to sink too much into the game.
The thing is I really want to get this moving, so I try to resolve the problems as they are raised
I'm getting really anxious to see what kind of religion spread we can get.
Regarding Silk micro :
If research is our limitating factor (and it is), then doesn't it make sense to prioritize the riverside tiles for the extra commerce? The only benefit I see with farming south of Silk is that NY can work those farms as well, but I can't see when it would work them anyway. During GP generation in Silk?
EDIT : don't mind what's below, my test game had a forested plains hill SE of Silk, so I thought that was the forest you were talking about, but it seems that the live game doesn't, so everything below is moot.
Note that in any case, I don't get Duckweed's point on the hill road allowing to improve the riverside tiles faster. Indeed, let's assume there IS a road the plains hill.
- W1 improves the pigs (T77), moves back on the hill and chops (T78), then moves to the forest 1E (T79) and chops (T82). Moves to the riverside and start farming @T83
- W2 chops one of the other hills (T76), moves to the silk (T77) and chops (T80), then moves to the same tile as WI. If I'm not mistaken, he will NOT go through the road on the hill, so he'd start irrigating @T82, road or not.
Extra forest spawns are something that could be really helpful.
You are quite right, the road on the hill does not allow for faster riverside tiles improvement. In that regard, it's best use is that it allows us to mine that hill later. The one time it makes movement easier is from the silk forest to the SE forest.
Regarding riverside farms vs southern farms:
+you get around 10C extra
-NY has no improved tiles beyond the 3rd citizen
-the workers end up closer to the S towards Copper (the workers from Silver can go about improving Ivory)
I used the farms to grow NY significantly in my attempt, it was able to run specialists for several turns as a result.
Thanks for nice clarifying on the fog/spawn subject
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The archer is already promoted to Combat I (we wanted him to survive the last battle with the barbarian archer).
There sure is a small risk but I would also still change the PPP so that the archer moves to the copper on T70 and sentry on T71.
Silk micro: The differences (besides the saved food):
1. road on the hill/on the pigs,
2. the position of our workers.
In the previous PPP, both workers ended up on the pigs so I don't think it would be better than the changed plan.
1. road hill is 2F better by my test
2. the difference is the workers end up S, close to NY, instead of E where there is nothing else to do
Archer on hill vs forest:
There's no doubt that on the hill is better, but it's also a risky move.
3 options
a- we gamble and move on the hill blindly (if warrior, we're fine, if Archer we get ~78% odds, Spear ~69%, Axe ~31%, multiple units ~bad)
b- we stick to the forest (a barb city is going to pop at some point and Copper might be our only metal)
c- we use the missionary some more (Canal is not fogbusted)
I'm not sure which I prefer, so I'll leave it to the team to decide.
a) would give the better result but is one of the more risky, barbs will be entering borders within 10 turns
b) safest approach, but we pretty much give up on founding copper
c) has the greatest risks in Canal, but lowest risks with Archer
EDIT: even OSS has played more turns than us now