SGOTM 11 - Fifth Element

I got second thoughts... be worried ;)

UT, please enlighten me on the following:

T133
Switch Bedrock and Wheaties to Settlers

both @size 3 already, right?

T133 to 144
tech CS
weren't we trying to bulb it? I've noticed the GP is expected on turn 144.
I suggest to switch to Alpha for turns 142-143 to be sure to not waste beakers in CS.
There's also a city which will be settled on turn 145: this will add beakers to the bulb, so we can keep the (hopefully) GPro at sleep for 1 turn.

See how commerce-poor Dehli is (for now) and that Bureau is a High upkeep civic, i think that every beaker can count.
Also, if Dehli will work only 1C tiles and the copper, where's the gain in running Bureau? Later, i think, when we'll fire some Sci.

hmm... you're becoming great in MM, but still miss some beat :p
what a difference with SG09 :goodjob:
 
There weren't really a lot of suggestions. I incorporated the ones that I think are good choices (which were pretty much all of them). Hopefully everyone will be okay with all this. We really need to get a move on if we expect to actually finish.

Actually, I found several comments that were not incorporated into this PPP. This gets back what Dhoomstriker said before. If there is a comment that you do not agree with, rather than simply not incorporating it, you should at least mention why you're not incorporating it or bring it up as a discussion point. This lets the person who made the comment know that you at least read and understood his idea rather than just missing it completely or sweeping it under the rug.

Here are the comments that I belive you missed:

1. You may have already done this, but can you be clear that you have citizens working the farm in both Delhi and Riverdale on T133?

2. Irgy had mentioned that it would be possible to start farming the wheat on the turn that Wheaties' border pops rather than the turn after. This will speed up the settler by 1 turn since the second citizen in Wheaties will be working the improved wheat 1 turn sooner. In order to do this, I suggested building partial roads (2/3 of a road), by road/stop as workers 3 and 4 move NE. As it turns out, we DO lose worker turns unlike I had thought (Irgy already knew we would based on his comments). This will require you to move to the forest square N of Wheaties on T136 in preparation for the border pop. Since the workers seem to have time to spare (worker 4 to cows and wait on T150), I think we can spare 2 workers turns to get the wheat farm sooner.

3. Dhoomstriker had initially suggested that we road the Oasis tile rather than the plains tile W of it. The plains tile has 2 forest growth opportunities. Having an extra forest in Wheaties could be a huge deal at 45 base hammers, all at the cost of 1 worker turn by building the road on the Oasis instead.

4. As worker 2 builds partial roads toward Riverdale, it had been suggested that the roads be built in forests as much as possible. Building on the GHill on T135 makes sense as any other square would cause you not to get a worker action on that turn. However, on T137, worker 2 should move NE to the GFor rather than E to the Grassland tile, which currently has 3 forest growth opportunities. The same goes for his trek back west.

5. It's not clear from your PPP, but workers 3 and 4 in Wheaties should road the wheat tile first and the plains tile S of it second. This will put the workers further south so that they can more quickly get to either the Oasis to finish the road or the cows to start improving it once we know AH.

6. I had suggested that maybe worker 2 build a cottage near Riverdale before heading south. This was not addressed. However, now that I have played the game along with your PPP, I think it makes more sense to have him head toward Delhi, not the GP Farm. He can chop out the settler in Delhi, shaving 4 turns off of building it and allowing Delhi to start growing slowly back. Mainly though, this gets our settlers sooner to address BLubmuz' and Dhoomstrikers concern about settling our west ASAP (or at least getting into position). The tile to chop would be 1E of Delhi, which would then be cottaged and ready to be worked on the turn that our third great person is born and we're ready to fire the scientists there.

7. Irgy had mentioned that it would be better to bulb all of CS on T144. I ran some calculations and if you start research at 100% 1 turn sooner (T141) and then set research to 80% on T143, we will be able to bulb all of CS on T144 with a loss of just 1 single beaker that would have otherwise overflowed!! Compare this to running Bureaucracy one turn sooner, which nets us +4H and +7C per turn, which is 1H more than working a PHill gold tile! I think this is well worth the trade off. By the way, I world builded in a GPro after the GP Farm was settled and the GPro only netted us +3 beakers. It is NOT worth it to wait until T145 to bulb the GPro. It's better to finish CS on turn T144.

8. I had mentioned that in the test game, we have a +2 traderoute with Zara in Silverado. We do not have this in the real game. That means that on T150, we should count on having 18 gold less than what it says we have. We can still get Alphabet on T151, but it would require us to run the slider at 40% (losing 0G and 1 flask due to rounding down).

9. I had mentioned that it would be possible to spread Confucianism to the GP Farm on the turn it settles (T145) if you moved the Confucian Missionary into position on T144 rather than T145. I did this in the test game and it did not cost us any unit maintenance, so why wouldn't we do this? This gives us a border pop 1 turn sooner, which means we can start working the fish and improving the pigs 1 turn sooner.

I also have a few additional comments after having played through your PPP:

1. On T137, what do you think about hiring a scientist (6 beakers) in Wheaties rather than having him work a 1F 2H tile? If we do this, I would delay revolting to slavery by 1 turn (do it on T139 instead) so that we can run the scientiest for 1 extra turn. The wheat farm will still be 1 turn away on T139, but we need to revolt to Slavery on T139 so that we can revolt to Bureacracy and Caste System on T144 (5 turns later).

2. On T143, be sure to stop the actions of workers 3 and 4 so that on T144 (the turn we learn Civil Service), they can immediately start farming the tile N of Wheaties, providing irrigation to the wheat as soon as possible.

3. On T144 when you whip Riverdale, which tiles are your citizens working?

4. If we do decide to fully bulb CS on T144, we can hire 5 scientists right away rather than 2 on T144 and 5 on T145 because we will be in Caste System 1 turn sooner.

5. In Delhi, while building the settler I worked the GHill mine rather than the cottage on T145. This gives us the settler in 10 turns vs. 17 turns. We will be at a 1F shortage, but the extra 3 hammers we get from working this hill actually gives us +5 hammers due to having 8 hammers in Delhi and getting a full +4 Bureaucracy hammers on top of that (+3 from mine and +2 for Burea bonus).

6. If we do chop the settler and work the GHill mine as mentioned above, Delhi's settler will actually come out on T149, so we will need to decide in which direction to move him (Rice, Crabs or Clams). We'll also need to decide what to build in Delhi next (aqueduct?).

7. If we use worker 2 to chop the settler, you'll need to be sure to stop worker 1s actions on T150. That way, if we trade for AH on T151, he can head straight to the cows and start a pasture.

8. Be sure to stop worker 3 and 4's actions on T150 so that they too can start pasturing Wheaties cow on T151.
 
T133
Switch Bedrock and Wheaties to Settlers

both @size 3 already, right?

No. Bedrock is at size 3 but Wheaties is at size 2.

T133 to 144
tech CS
weren't we trying to bulb it? I've noticed the GP is expected on turn 144.
I suggest to switch to Alpha for turns 142-143 to be sure to not waste beakers in CS.

Research was raised to 100% at the right time so as not to waste any beakers in CS. A Great Prophet cannot bulb all of it.

There's also a city which will be settled on turn 145: this will add beakers to the bulb, so we can keep the (hopefully) GPro at sleep for 1 turn.

As mentioned above, this only adds +3 beakers to the bulb. Better is to get Civil Service a full turn sooner as suggested by Irgy and detailed in my post above.

See how commerce-poor Dehli is (for now) and that Bureau is a High upkeep civic, i think that every beaker can count.
Also, if Dehli will work only 1C tiles and the copper, where's the gain in running Bureau? Later, i think, when we'll fire some Sci.

Running Bureaucracy only costs 1 gold/turn. If working the GHill mine too, Bureacracy adds 4H 7C. If working a cottage or farm instead, the bonus is 2H 7C. Still worthwhile I think.
 
Actually, I found several comments that were not incorporated into this PPP. This gets back what Dhoomstriker said before. If there is a comment that you do not agree with, rather than simply not incorporating it, you should at least mention why you're not incorporating it or bring it up as a discussion point. This lets the person who made the comment know that you at least read and understood his idea rather than just missing it completely or sweeping it under the rug.

Here are the comments that I belive you missed:

1. You may have already done this, but can you be clear that you have citizens working the farm in both Delhi and Riverdale on T133?


2. Irgy had mentioned that it would be possible to start farming the wheat on the turn that Wheaties' border pops rather than the turn after. This will speed up the settler by 1 turn since the second citizen in Wheaties will be working the improved wheat 1 turn sooner. In order to do this, I suggested building partial roads (2/3 of a road), by road/stop as workers 3 and 4 move NE. As it turns out, we DO lose worker turns unlike I had thought (Irgy already knew we would based on his comments). This will require you to move to the forest square N of Wheaties on T136 in preparation for the border pop. Since the workers seem to have time to spare (worker 4 to cows and wait on T150), I think we can spare 2 workers turns to get the wheat farm sooner.

3. Dhoomstriker had initially suggested that we road the Oasis tile rather than the plains tile W of it. The plains tile has 2 forest growth opportunities. Having an extra forest in Wheaties could be a huge deal at 45 base hammers, all at the cost of 1 worker turn by building the road on the Oasis instead.

4. As worker 2 builds partial roads toward Riverdale, it had been suggested that the roads be built in forests as much as possible. Building on the GHill on T135 makes sense as any other square would cause you not to get a worker action on that turn. However, on T137, worker 2 should move NE to the GFor rather than E to the Grassland tile, which currently has 3 forest growth opportunities. The same goes for his trek back west.

5. It's not clear from your PPP, but workers 3 and 4 in Wheaties should road the wheat tile first and the plains tile S of it second. This will put the workers further south so that they can more quickly get to either the Oasis to finish the road or the cows to start improving it once we know AH.

6. I had suggested that maybe worker 2 build a cottage near Riverdale before heading south. This was not addressed. However, now that I have played the game along with your PPP, I think it makes more sense to have him head toward Delhi, not the GP Farm. He can chop out the settler in Delhi, shaving 4 turns off of building it and allowing Delhi to start growing slowly back. Mainly though, this gets our settlers sooner to address BLubmuz' and Dhoomstrikers concern about settling our west ASAP (or at least getting into position). The tile to chop would be 1E of Delhi, which would then be cottaged and ready to be worked on the turn that our third great person is born and we're ready to fire the scientists there.

7. Irgy had mentioned that it would be better to bulb all of CS on T144. I ran some calculations and if you start research at 100% 1 turn sooner (T141) and then set research to 80% on T143, we will be able to bulb all of CS on T144 with a loss of just 1 single beaker that would have otherwise overflowed!! Compare this to running Bureaucracy one turn sooner, which nets us +4H and +7C per turn, which is 1H more than working a PHill gold tile! I think this is well worth the trade off. By the way, I world builded in a GPro after the GP Farm was settled and the GPro only netted us +3 beakers. It is NOT worth it to wait until T145 to bulb the GPro. It's better to finish CS on turn T144.

8. I had mentioned that in the test game, we have a +2 traderoute with Zara in Silverado. We do not have this in the real game. That means that on T150, we should count on having 18 gold less than what it says we have. We can still get Alphabet on T151, but it would require us to run the slider at 40% (losing 0G and 1 flask due to rounding down).

9. I had mentioned that it would be possible to spread Confucianism to the GP Farm on the turn it settles (T145) if you moved the Confucian Missionary into position on T144 rather than T145. I did this in the test game and it did not cost us any unit maintenance, so why wouldn't we do this? This gives us a border pop 1 turn sooner, which means we can start working the fish and improving the pigs 1 turn sooner.

I also have a few additional comments after having played through your PPP:

1. On T137, what do you think about hiring a scientist (6 beakers) in Wheaties rather than having him work a 1F 2H tile? If we do this, I would delay revolting to slavery by 1 turn (do it on T139 instead) so that we can run the scientiest for 1 extra turn. The wheat farm will still be 1 turn away on T139, but we need to revolt to Slavery on T139 so that we can revolt to Bureacracy and Caste System on T144 (5 turns later).

2. On T143, be sure to stop the actions of workers 3 and 4 so that on T144 (the turn we learn Civil Service), they can immediately start farming the tile N of Wheaties, providing irrigation to the wheat as soon as possible.

3. On T144 when you whip Riverdale, which tiles are your citizens working?

4. If we do decide to fully bulb CS on T144, we can hire 5 scientists right away rather than 2 on T144 and 5 on T145 because we will be in Caste System 1 turn sooner.

5. In Delhi, while building the settler I worked the GHill mine rather than the cottage on T145. This gives us the settler in 10 turns vs. 17 turns. We will be at a 1F shortage, but the extra 3 hammers we get from working this hill actually gives us +5 hammers due to having 8 hammers in Delhi and getting a full +4 Bureaucracy hammers on top of that (+3 from mine and +2 for Burea bonus).

6. If we do chop the settler and work the GHill mine as mentioned above, Delhi's settler will actually come out on T149, so we will need to decide in which direction to move him (Rice, Crabs or Clams). We'll also need to decide what to build in Delhi next (aqueduct?).

7. If we use worker 2 to chop the settler, you'll need to be sure to stop worker 1s actions on T150. That way, if we trade for AH on T151, he can head straight to the cows and start a pasture.

8. Be sure to stop worker 3 and 4's actions on T150 so that they too can start pasturing Wheaties cow on T151.

As has been said in the past, when there are 3 million suggestions it is hard to dig them all out.

I incorporated all of these changes in to the PPP and will play through it tonight to see if I missed anything timing wise with the modifications.

I'll post a revised PPP after I play test this later.

Also, Delhi is working the 2 corn, copper, cottages, GRiv Farm, GHill mine and Phill mine in that order as appropriate.
Before the whip, riverdale will work the farm and cottage as noted and then the other cottage after growth. After the whip it will work the farm and a cottage.


BLubmuz, maybe we should shorten the TS to something more manageable. It appears that the discussions are extremely long and somethings are not getting included into revisions of the PPP. It is happening on every TS. How about we all play 1 turn? Maybe we can get more turns in that way and we will be able to really over-MM this game.

I really have to agree with Havr. When does the fun part begin? I like to win as much as the next guy but dang this is a ridiculous level of discussion for a hammer here and a commerce there. I play Civ to have fun and right now this level of discussion is about as far from fun as it gets. Just my 2cents!
 
As has been said in the past, when there are 3 million suggestions it is hard to dig them all out.

This is a fair point. Being the UP player requires a bit more work to sift through the comments and address each one. If this isn't done, what is the point of making comments in the first place?

Also, Delhi is working the 2 corn, copper, cottages, GRiv Farm, GHill mine and Phill mine in that order as appropriate.

I've seen mentioned a few times that at this stage of the game Food > Commerce, which would put the GRiv Farm ahead of the cottages in priority. I don't think it matters much in your turnset as I believe you have enough citizens to work the farm and cottages.

I really have to agree with Havr. When does the fun part begin? I like to win as much as the next guy but dang this is a ridiculous level of discussion for a hammer here and a commerce there. I play Civ to have fun and right now this level of discussion is about as far from fun as it gets. Just my 2cents!

And this gets to the heart of the main contention we've had on this team. Dhoomstriker and I are on the far MM side. Unclethrill and Havr appear to be on the opposite extreme. And Irgy and BLubmuz appear to be somewhere in the middle, feeling comfortable letting the MM slide a bit but also willing to dive into the details if/when they feel so inclined.

I'm at a loss for how to proceed at the moment. I fully understand your frustration in all of these little, seemingly trivial details. They only seem to save a hammer here or a hammer there, so why bother, right?

I hope that you can understand my frustration in making comments (no matter how trivial they seem to you) that are either ignored or not addressed. Just as these details seem trivial to you, it is difficult for me not to think about them and how to optimize them for the best result possible. I can't help but think about how to shave a turn off of Bureaucracy here or 7 turns off a settler there. I am convinced that these seemingly small things do add up into BIG differences that would allow us to shave >> 10 turns off of our victory date, which could be the difference between getting a medal or finishing in the middle of the pack.

What does the team think we should do (other than 1-turn turnsets) to keep this team happy and on the same page?
 
hmm... you're becoming great in MM, but still miss some beat :p
what a difference with SG09 :goodjob:

Unclethrill, I forgot to commend you on your detailed PPP. Based on BLubmuz' comment, I assume that this is not the norm for you. Thanks for putting in this extra level of effort for the MMers in the group. :mischief:
 
This is a fair point. Being the UP player requires a bit more work to sift through the comments and address each one. If this isn't done, what is the point of making comments in the first place?



I've seen mentioned a few times that at this stage of the game Food > Commerce, which would put the GRiv Farm ahead of the cottages in priority. I don't think it matters much in your turnset as I believe you have enough citizens to work the farm and cottages.



And this gets to the heart of the main contention we've had on this team. Dhoomstriker and I are on the far MM side. Unclethrill and Havr appear to be on the opposite extreme. And Irgy and BLubmuz appear to be somewhere in the middle, feeling comfortable letting the MM slide a bit but also willing to dive into the details if/when they feel so inclined.

I'm at a loss for how to proceed at the moment. I fully understand your frustration in all of these little, seemingly trivial details. They only seem to save a hammer here or a hammer there, so why bother, right?

I hope that you can understand my frustration in making comments (no matter how trivial they seem to you) that are either ignored or not addressed. Just as these details seem trivial to you, it is difficult for me not to think about them and how to optimize them for the best result possible. I can't help but think about how to shave a turn off of Bureaucracy here or 7 turns off a settler there. I am convinced that these seemingly small things do add up into BIG differences that would allow us to shave >> 10 turns off of our victory date, which could be the difference between getting a medal or finishing in the middle of the pack.

What does the team think we should do (other than 1-turn turnsets) to keep this team happy and on the same page?

Its not so much ignoring as unable to find. I don't mind MM and can do it as well as most but my concern is that (1) we will either not have time to finish or will have to rush that final 30 or 40 turns so much that we will negate all the good we have done so far, (2) people won't want to return to the team next game because they couldn't test 10 hours a day like some so they never get to have their suggestions recognized.


Unclethrill, I forgot to commend you on your detailed PPP. Based on BLubmuz' comment, I assume that this is not the norm for you. Thanks for putting in this extra level of effort for the MMers in the group. :mischief:

SGOTM 9 was my first team game and nobody explained how it was supposed to work so I made a good number of rookie mistakes.

So my rant is just that we need to pickup the pace. I'm sure others have limited time to play too and can't just endlessly run tests in order to save hammer here or a food there. I understand how important those hammers/food/commerce are in the beginning of the game but at some point we are going to need to follow the idea of the SGOTM series and let each player play their game instead of having Mitchum, Dhoom and Irgy (the main tester: and we all really do appreciate all you've done) just tell us what to do on each turn.
 
Well, there is definitely a mismatch here, and it is a problem.

I really do understand Mitch and Dhoom. When you are a perfectionist more then you enjoy the optimization you actually suffer when things are *even maybe* not fully optimized. I guess then when you see a possible hammer lost you feel the urge to check it out and fix it. Without it you will actually feel bad...

On the other side, UT and me (and Blumbuz I guess too in some level) actually suffer when things are dragged endlessly and progress sooo slow. Preparing for a TS is actually a lot of work! More fun to sit on the side and skim the thread...

You explain the importance of saving an hammer here and a coin there. This explanation is a waste of time. I already agree with you 100%. Furthermore:
1) I too enjoy the sight of a perfectly played game.
2) Agree that this high level of opt can possibly shorten the victory by more than 10 turns.
3) ... and that can be the difference between medal and nothing.

All true. But it doesn't change the fact that it will not be fun!
This my come as a surprise:
I actually prefer to come last and have fun then first and suffer.
 
As a practical suggestion (maybe some will not like it):

We let the UP player decide the level of detail of the PPP (and discussion), as long as it meets some pre-agreed minimum level (which is way lower than the current one).

The added benefit for Dhoom and Mitch is that they will not see the flaws in the PPP. Far from sight, far from the heart.

The added benefit for me and maybe a few others is that at least in our TS we will keep the level of discussion reasonable.
 
I found my turn frustrating at the time for taking so long, but in the end it was nice when it all came together. I can see the other side also where it's quite frustrating to have figured out a lot of things by running test games, and to have those things ignored by the current turnplayer.

I have to say it was very different to what I was expecting signing up. I'd imagined it was a case of the team picking the overall strategy, and the turn players actually playing the game (in particular looking after the micro) themselves. As it currently is, it's the case of the team (and yes mostly a certain few of us) nutting it out until we have a plan so detailed it could almost be automated, and the turn player just downloads the saves and clicks the buttons. It's more of a team game and less of a succession game.

As for what to do now though, I think it would be a shame to waste the quite optimal play (other than my major screw-up on turnset 1) we've had so far, as well as the test games that have been run through this turnset already, so it would be nice to get this one right. I don't think it makes sense to have varying levels of planning for different turn players.

There has been this lingering, unfulfilled promise that as we get further into the game the level of detail in the planning will reduce. Maybe it's time we start looking at that. Here's some suggestions:
* We're all aware now that stepping on non-forest squares prevents potential regrowth for a turn. We should now trust turnplayers to account for that, without having to give a step by step plan of where each unit will move. I mention this first because I think we're actually doing this one already.
* It's good to discuss what the workers do (e.g. "improve the marble", "go to Wheaties to irrigate the wheat"), but maybe we can stop writing turn-by-turn plans of every worker movement. Reminders of key turns to press stop on the workers are still good to have though.
* We can say "Dehli prioritises food, then specialists, then commerce, then hammers", without needing to detail every citizen for every turn. Reminders for when the citizens may get set wrong are good, criticism for failing to mention which citizens are working which tiles on a single turn could be avoided.
* Beaker rounding, working a multiple of 4 hammers, bulbing a whole tech while wasting a minimum of beakers and similar issues are of decreasing importance the bigger the empire gets, at some point we can start to leave these for the turnplayer to figure out.

I think it's always going to be worthwhile playing through the turn in the test game at least once (and usually more times), planning ahead and taking notes of things easily forgotten, but as the empire grows the level of detail in the notes should be starting to decrease, while so far it hasn't. If the turn player can acheive the same goals on the same turns as the people who ran test games then they can probably consider themselves ready.
 
Its not so much ignoring as unable to find. I don't mind MM and can do it as well as most but my concern is that (1) we will either not have time to finish or will have to rush that final 30 or 40 turns so much that we will negate all the good we have done so far, (2) people won't want to return to the team next game because they couldn't test 10 hours a day like some so they never get to have their suggestions recognized.

Ahhh, this is a bit of a different spin on things. When I hooked up with Dhoomstriker in the pre-game thread, he had 3 or 4 teams that were interested in him (and as a consequence, me, the coat-tail rider, too). One of those teams was a newly-formed team of all Deity-level players. I was reluctant to join that team because I felt that my sugestions would not be recognized on a team of all strong players.

With that said, the people that have more time to devote to this game will have a louder voice. It won't necessarily be the best players on the team (I wouldn't consider myself top 3 in single player games), but those that have the time and desire to think about the game and test different strategies. Regardless of the level of the PPP, this fact will not change. If you want your voice heard more, either a) speak up (I don't think the team has ever not listened to someone) or b) invest a bit more time (i.e. play test games, re-read challenging posts, etc.) so that you can be up to date on the turnset and the discussion at hand. Just knowing what is going on will allow you to make comments that others hadn't thought about yet and to understand those made by others. You will become an active member of the team rather than simply a reader of our thread.

I don't think you have to test 10 hours a day to achieve this level of understanding of our current situation. For my turnset, I played through the next 30 turns (my turnset and the next one) slowly once taking notes, which took about 2 hours. I then played through 3 or 4 more times, each time making small adjustments based on inputs from the team or just changing things that I wanted to tweak. These games took about 10 to 15 minutes to play because I didn't have to take notes and I already knew 95% of what I was going to do. Just before playing my turnset, I played one more time with my PPP in hand to make sure that I wouldn't miss an important item (at least important in my eyes). This took 5 minutes.

For unclethrill's turnset, I played through once while writing my long post suggesting what you should do. This took about 2 hours (including the time to type it out). I then played it 2 more times, once to improve on my first try and once to follow your most recent PPP to look for further refinements. Each of these literally took 10 minutes.

So it does take a bit of effort to play test games, but this is the best way to keep up with what's going on in the game and the team thread. Just playing through someone else's PPP should only take 20 minutes. Having done this will really let you see the state of the game during the turnset. These 20 minutes will allow you to understand the comments and make your own.

Havr and/or BLubmuz, just for "fun" follow unclethrill's PPP as best you can (it's quite simple with the detailed notes he gave). It won't take long. Then re-read through a few posts and see that you will have a deeper understanding of unclethrill's turnset. You may even have a great idea that no one has thought about yet. Or, don't do anything and just watch the game go by as a bystander, which likely isn't much fun. Isn't a 20 minute investment worth feeling more part of the team?

I'm not trying to be a jerk. I'm trying to think of ways that everyone could come to the same level of understanding of the decisions we're making and why they can be important, challenging and fun. I assume that we all like puzzles (don't all guys). I treat each aspect of the game as a puzzle. How can you change a few pieces such that the whole puzzle comes together perfectly at the end. It provides quite a level of satisfaction (at least for me).

So my rant is just that we need to pickup the pace. I'm sure others have limited time to play too and can't just endlessly run tests in order to save hammer here or a food there. I understand how important those hammers/food/commerce are in the beginning of the game but at some point we are going to need to follow the idea of the SGOTM series and let each player play their game instead of having Mitchum, Dhoom and Irgy (the main tester: and we all really do appreciate all you've done) just tell us what to do on each turn.

Yes, I was reluctant to post my plan for your turnset. However, you asked for help and then Dhoomstriker asked me to provide a bit of detail. Being a perfectionist, I couldn't just type the post without playing at the same time (I tried). I wanted enough detail to allow you to follow my thought process. I guess it was a bit over the top, huh? :blush:
 
Teamwork for coming up with PPPs vs Hands-off Playing
Spoiler :
There has been this lingering, unfulfilled promise that as we get further into the game the level of detail in the planning will reduce. Maybe it's time we start looking at that.
I'm not sure that the level of planning will reduce, but the focus will slowly start to shift.

For example, once we've had all of our on-continent Cities placed and each has 3+ improvements, the exact Worker movements won't matter as much. Until then, though, eeking out extra value out of our Workers is one of the easiest ways that other team members can provide feedback.

As you said, moving units around is now mostly being left up to the up-player, and that's because exact movement of exploring units has less of a priority in our overall plan. For now, Worker actions haven't reached that stage, but they will eventually.



I found my turn frustrating at the time for taking so long, but in the end it was nice when it all came together.
That's part of the satisfaction and pride that hopefully everyone can feel after a well-executed turnset.


I have to say it was very different to what I was expecting signing up. I'd imagined it was a case of the team picking the overall strategy, and the turn players actually playing the game (in particular looking after the micro) themselves.
You see that effect a lot in Open Succession Games, but often the players are already comfortable with each others' playstyles and tend to be of similar skill levels.

However, the biggest difference is that in an Open Succession game, you're mostly just competing against the in-game AI. So, you can still majorly goof up and achieve your goals with a large margin of safety--there is no need for good micro there, as you can still win the game and meet your goals by missing your victory date by a margin of 100 turns or more than if you'd intensively micromanaged.

In the SGOTM, the AIs are just sort of "in the way" to "steal our Wonders," provide trading opportunities, and to provide Diplo opportunities. We're really competing against the other teams, and the best way to beat them is to have a good strategy backed up by solid play.


It's more of a team game and less of a succession game.
Everyone on the team seems to be comfortable with this fact. Sure, Tata stepped out, but he (or she) may have done so regardless of how we played--we can't know his/her life situation. But every one of you has stepped up to the plate on many occasions and I'm proud of how you have all contributed and found ways to play together and to come together as a team.


* We're all aware now that stepping on non-forest squares prevents potential regrowth for a turn. We should now trust turnplayers to account for that, without having to give a step by step plan of where each unit will move. I mention this first because I think we're actually doing this one already.
I'm not 100% certain that everyone understands this concept, as every time that we discuss it, there are more questions that arise. As always, I'm willing to explain questions. If I miss a question directed to me, feel free to send me a Private Message about it, in case I happened to miss seeing it, and I'll do my best to answer it.

I'm pretty sure that most of us are NOT going to back to old messages very frequently and are "at best" searching through this thread for keywords. It seems to be that we have settled on a partial-Instant-Messaging approach to our messages, which may mean repeating things on occasion, but it is nice to see when people do make the effort to try and understand the info presented to them.

I'm fine if you try to understand and can't understand something. I'm fine if you understand something and totally disagree--differing opinions are not only valid to have but are encouraged to be expressed. I understand when you are busy and can't contribute. But I do appreciate when people take the time to get caught up on things that they may have missed, even if it means that person asking for into to be repeated or summarized.


* It's good to discuss what the workers do (e.g. "improve the marble", "go to Wheaties to irrigate the wheat"), but maybe we can stop writing turn-by-turn plans of every worker movement. Reminders of key turns to press stop on the workers are still good to have though.
As I said, this point will happen eventually, but we're still very low on Workers and have a LOT left for them to do. I don't foresee us laying off on exact Worker movements for a number of turnsets yet (at least until we've all had a chance to play 2 turnsets).

As you allude to, it's not really necessary to state things like "Worker is still irrigating the Corn" on each turn where a Worker is in the middle of improving a square where we plan to complete the improvement before having the Worker do something else. But, other than that point, we're still wanting to see exactly what the Workers are doing, so that those of us who are willing to run test games can help the UP player to optimize these moves. Plus, Mitchum needs to know this info either before or after the turnset, so that our test game can stay in synch with the real game, so I'd rather see us work them out ahead of time rather than make the UP player have to write down a bunch of things AND play at the same time--that situation is just ripe for mis-clicking or mis-typing, potentially creating a situation where it becomes easy to make a mistake while playing. I'd rather that our mistakes be ones where we forgot to do something or didn't do the most ideal thing but thought that what we did was good at the time, in favour of making mistakes where we know what happened was not what we wanted to do but it happened due to a mis-click with the mouse.


* We can say "Dehli prioritises food, then specialists, then commerce, then hammers", without needing to detail every citizen for every turn. Reminders for when the citizens may get set wrong are good, criticism for failing to mention which citizens are working which tiles on a single turn could be avoided.
Again, Mitchum needs this info if he is going to keep the test game up-to-date. Maybe we'll eventually not care that much if the test game stays in synch with the real game, but as long as we do care, then he will need this info. It's not like you can just open up a cheat screen to edit your Flasks, Gold, Food, Hammers, etc, so unless he knows precisely what was done, we will be unable to have a test game that accurately represents our real game.

From reading past SGOTM threads, it's clear that the Fifth Element team finds test games to be important and at least a majority of our current team seems to feel the same way, so I'd rather just make it easier or both the UP player and Mitchum to have this info detailed.

Think about it: if you have the exact squares and Specialists that your citizens need to work written down, it's just a way of capturing the decisions that were already made. Why make the UP player check a City screen every turn and then have to deal with a situation where they forgot to change what a City was working on one turn and will have to alter things on a future turn (for example: "oops, we didn't hire a 2nd Priest... now what do we do?"). So, rather than having to make the same decisions over and over (which gets boring very fast), making the decisions once and writing them down allows us to focus more on playing and less on mind-numbing repetition. It also leaves us more agile to react to unexpected decisions that arise during the turnset and to also be able to be more observant for other details, such new info that our Espionage points tell us or to watch for an AI possibly building up for war (things that we can't plan for in a test game and need to have our wits about us to watch for).


* Beaker rounding, working a multiple of 4 hammers, bulbing a whole tech while wasting a minimum of beakers and similar issues are of decreasing importance the bigger the empire gets, at some point we can start to leave these for the turnplayer to figure out.
Are they really less important or are they just something that we will hopefully be able to trust the UP player to figure out? Because it sounds like you are hinting that it may be better to leave more of these decisions to the UP player, but that you still expect the UP player to at least somewhat be aware of them.

Well, let me tell you that there are situations that are coming up that many of us have never played in mind before.

For example, are there players on the team who have never run Representation, a 0% Science Rate, and have tried to get an extra Flask out of their Library? Yes, there are. So, while it's nice to think that we'll eventually be able to leave some or all of these decisions to the UP player, others amongst us are still learning these nuances and are going to benefit from us discussing these issues.

Thus, until we're all comfortable with keeping these points in mind while we play, it's still worth discussing them, in my opinion.


I think it's always going to be worthwhile playing through the turn in the test game at least once (and usually more times), planning ahead and taking notes of things easily forgotten, but as the empire grows the level of detail in the notes should be starting to decrease, while so far it hasn't. If the turn player can acheive the same goals on the same turns as the people who ran test games then they can probably consider themselves ready.
I understand what you are saying and as I have said, some decisions will mean less over time, while others will still remain important for quite some time.

Another way to look at things: once our Cities start to grow and we've already improved a lot of the squares that a Worker could work, then there'll be less emphasis on which squares in a City get worked. For example, if our Rice City is at Size 7, we'll either be working shared squares or will not have to worry about what we're working with our citizens, as Coast squares will be the only unworked squares that will be available. At that point of the game, we're almost certainly going to be able to abstract what Rice City does to concepts such as:
"Let's grow the City as much as possible"
OR
"While we're still running Representation, let's hire 1 Scientist and grow slower"
OR
"Every time that we switch into Pacificism, work as many Scientists as you can, even if we lose Food in our Foodbox, as long as the City does not shrink in Size; later, when we're out of Pacificm, go back to growing the City as quickly as you can, while still working the Plains Cottage square"
 
PPP Detail Level--Slightly Different Suggestions
Spoiler :
As a practical suggestion (maybe some will not like it):

We let the UP player decide the level of detail of the PPP (and discussion), as long as it meets some pre-agreed minimum level (which is way lower than the current one).

The added benefit for Dhoom and Mitch is that they will not see the flaws in the PPP. Far from sight, far from the heart.

The added benefit for me and maybe a few others is that at least in our TS we will keep the level of discussion reasonable.
Of course you expect me to see things differently, but I am the kind of person who can easily put himself in others' shoes. So, allow me to suggest an approach that I believe will work better for you:

Play a test game. Write down all of the decisions that you consciously make. Post the text that describes the decisions that you made to the thread.

Allow others to make suggestions of how to do things differently. If you don't care, then just incorporate all suggestions. If there are others fighting over suggestions, try to push us into discussing the issue and resolving it by bringing it up as a "discussion point" and by pushing on us to throw out our opinions and then, if necessary, host the vote on the issue once you think that people are just repeating themselves. Don't take sides (except during votes). Do what the team decides. Put it all in your PPP.

Play a second test game that does everything in the new PPP to make sure that you understand it all. Tell people that you ran through the PPP. Tell people that you have understood what's written in the PPP. Let us know that you understand everything that you need to do (which includes things that aren't in the PPP--say, by telling us that you understand how to move units to increase Forest regrowth chances and explicitly mention that you understand each of the other concepts that we are leaving out of the PPP but are relevant to your turnset). Tell us when you are going to play and ask for any last-minute changes. Then, after a reasonable time period has elapsed with no changes, say that you're about to play in 2 hours or so and then check the thread for last-minute comments that would halt your turnset and seeing none, go and play.


The best way to deal with detail-mongerors is to give them detail. Lots of detail. Too much detail. They'll (we'll) get so bogged down in telling you "that you don't need to tell us so much info" and will be so focused on the details themselves that they probably won't make a lot of comments. Also, we won't need to repeat a lesson because you'll simply have written one sentence that indicates that you understand the relevant info. As an example, if you are running a lot of Scientists in your turnset and you are reducing the Food in the Foodbox, you can reduce the need for people to make a lot of "worried" comments such as "make sure not to let the City shrink in Size" by saying something like:
"I understand that if the Foodbox dips into negative values, the City will shrink in Size, so I will be certain to avoid this situation."

Of course, you don't have to say it so precisely, but you should at least indicate that you understood it. Even just quoting someone's sentence or paragraph on the subject and saying "I understand" or even "Sure, will do" or whatever, will allow us to recognize that the message was properly communicated.

A BIG part of our thread's spam is due to people feeling that their comments weren't acknolwedged by the UP player. If the UP player takes a very active role in responding to just about every comment and saying that they understand it, even if it's a comment that doesn't get incorporated into the PPP, we'll greatly reduce the repeated text where we say the same things over and over because it's not clear if the info was understood.

So, by saying a bit more, the UP player can very easily reduce the number of messages that appear in the thread and can thus make the comments very easy to manage.


It's a team game, so you have to expect people to be able to communicate with you. The more that you let others know that you understood what was said, the less they will worry, the less they will spam things repeatedly, and the faster we'll get through the discussions.


So, why do all of that?
Well, really, you're probably going to play the same way whether you write it all down or not. The first time through, anyway. But that's just a test game and when you go to play the real game, you might no longer be thinking as hard about the decisions that you need to make so you'll forget to remake decisions that you'd come up with good solutions for the first time through playing.

So, by writing things down in detail, you'll capture your thought process and you'll then remember what you did next time. You can then mindlessly do the same things while keeping your brain sharp and focused on all of the details that can't possibly be figured out accurately in a test game, such as watching what the AIs do and responding to their requests/demands.


Also, what you're doing by writing it down is building confidence in the rest of the team that you appear to have things well under control. The more details that you incorporate, the less people will have to ask "oh, did you remember to do X" or "did you consider doing Y"?

The more comments that you directly respond to by saying that you understand them, the more people will feel that you've gotten the message and the less spam they will give you.


Now, if you'd rather make more of the decisions or would rather challenge the suggested changes that others make to your PPP, feel free to do so. But if you'd rather not be bothered, just do what I said above and you'll find that not only will discussions on turnsets go by much quicker, they'll be more focused and we'll be able to talk about issues briefly instead of having to beat them to death just to ensure that what we said was read by the UP player.


Finally, all of that said, no matter what you do, do not claim that you understood something if you really don't. We don't need false communication. Extra communication is good, but I am not asking you to blindly say that you understood everything. If you didn't understand something, ask for clarification or say that you don't really understand it.

If you're more adventuresome, try and paraphrase what someone else wrote and then ask if you got it right. That's the best way for you to learn the lessons that others have to share.

95% of the things that we discuss can be thought of by you if you take the time to do so. Chances are that you think of a lot of these things already. What's missing, though, is the communication that tells others how and what you are thinking. We need more of that communication from the UP player if we want turnsets to run more smoothly and to get through discussions quicker and more efficiently.
 
Everyone on the team seems to be comfortable with this fact. Sure, Tata stepped out, but he (or she) may have done so regardless of how we played--we can't know his/her life situation. But every one of you has stepped up to the plate on many occasions and I'm proud of how you have all contributed and found ways to play together and to come together as a team.

Not true. I cannot speak for others, but I am not. This is completely different from what I signed up for. I saw SG threads and said "hey this is cool and fun". The current situation is neither. Probably what we are doing is very different from what other teams are doing. We have nearly twice more posts per turn then other teams.

I think that for this team to work some will have to accept that there will be some level of suboptimal play in the MM. That is the price of playing in a team. The plus side of working with a team is (hopefully) better ideas on the macro level.


On a different note, looking at the progress it appears that One Short Straw suffered some minor catastrophe.
 
Level of Detail in PPPs
Spoiler :
Not true. I cannot speak for others, but I am not...
I think that for this team to work some will have to accept that there will be some level of suboptimal play in the MM.
Okay, I hear what you are saying. What shall we do about it?

You suggested that we leave the level of detail to the UP player.

I suggested that the UP player simply play through a test game once and write down every detail verbatim and then take a hands-off approach to the refinements of the turnset.

Neither option is an extreme option, but both suggestions are close to the opposite extremes.



Many Messages
Spoiler :
Probably what we are doing is very different from what other teams are doing. We have nearly twice more posts per turn then other teams.
Okay, so we have a lot of messages. What does that really mean? Nothing. A lot of messages doesn't make us play faster or slower.

The fact that we have a lot of messages is more a symptom of our communication issue: we're not telling each other that our messages were received and understood.



Slower Play
Spoiler :
So what's slowing us down?

- Repetition of points.
- A lack of the UP player acknowledging other players' comments.
- Questions that are directed to the UP player because what they wrote in their PPP isn't giving a clear enough picture of what they're planning to do.




Macro--What it is changes over time
Spoiler :
The plus side of working with a team is (hopefully) better ideas on the macro level.
But what is the macro level? It changes as the game progresses.

When we first start out, where we explore with our first Warrior affects our empire on a macro level.

When we decide where to settle our Cities and in what order, it affects our empire on a macro level.

When we only have 4 Workers, the Worker actions ARE the meat and potatoes of our decisions and our empire really is impacted on a macro level if a Worker that could have been improving one City is building the 10th Cottage in a different City that only is Size 5.

We're not at the point in the game where AIs are coming to us every couple of turns with a request.

We're not at the point in the game where we are fighting a war or deciding on whose side to fight in a war.

We're not even at the point where we're thinking about whether we should try to peacefully settle or conquer the land on neighbouring landmasses.

For now, the Worker actions are our macro (and when we detail them explicitly such as whether to partially Chop or partially Mine on the way to Wheaties, they also touch upon micromanagement decisions).


If you were to tell me that "within my turnset, I will have built all of the Cottages that we need built in Delhi to be able to keep our citizens off of 3 (Food + Hammer) squares, I will have the Wheat Irrigated with a Farm and also almost Irrigated via Civil Service's spreading of irrigation to adjacent squares, I will have connected Wheaties via a Trade Route, and I will have started on a Road towards our next City, the Great Person Farm," you would be stating your points on a macromanagement level, would you not?

By saying all of these things, you have painted a clear picture for the team. You also make it easy for others to make macromanagment-level suggestions, such as "we don't really need a Road to the Great Person Farm right now as much as we neet to start chopping a Library in Riverdale," etc.

You still show that you've played out your test game and have a solid plan in place. But when you can't even come up with that level of comments, then what you end up COMMUNICATING to your teammates is that you DO NOT have a clear plan in place, regardless of whether you do have one or not.

So, would that textual level of communication work better for you?

Maybe a mix would be even more preferable. Right now, it's hard to decipher a turn-by-turn PPP because there isn't a summary associated with it that gives the high-level reason for WHY we are building a Cottage. If we had those reasons listed, then people who don't want to play a test game can still feel like they are able to contribute to the discussion.



One Short Straw
Spoiler :
On a different note, looking at the progress it appears that One Short Straw suffered some minor catastrophe.
Do you have any theories on what might have happened to them?
 
Level of Detail in PPPs

One Short Straw

Do you have any theories on what might have happened to them?

I actually didn't give it too much thought... although it is interesting, it is (probably) not too relevant for our play.

BUT since you asked, I will put my brain to the strain and try to make an educated guess.
Looking at the graph we know two things:
1) The dive was strong. This is a major event - they are ~ 0 AD. Loosing a worker or even a settler this late wouldn't drop their score that much.
2) It was a little unexpected. They made a very short TS because of it (the graph moves linearly between save points). Only 5 or 6 turns in that TS.

Putting those two together I would say they got (semi) unexpectedly attacked, and lost a city in the initial assault.

Now comes the question who attacked them. They are at 0 AD, so they probably met additional AIs. But those AI are pretty far, and it is unlikely they have a big city near one of them (a city that if they lose the score goes down like this). This early it is very unlikely for an AI to attack from the sea. SO, my guess is that Zara attacked them. Most likely he attacked a city near him, so I guess they lost something like their local version of Riverdale.

The fact that Zara attacked them wasn't planned (like leaving a city without defenders as a gambit) - they made a short TS. But it is very likely that they accepted it as a possibility and didn't take too much action to deter Zara from attacking (like stuffing the city with defenders).

What that means for us? That Zara is not too chicken to attack, and if we keep Riverdale too much undefended war might eventually come. Not much beyond that.

OK, your turn. Give you theory or agree with mine :-)
 
One Short Straw
Spoiler :
Now comes the question who attacked them. They are at 0 AD, so they probably met additional AIs. But those AI are pretty far, and it is unlikely they have a big city near one of them (a city that if they lose the score goes down like this). This early it is very unlikely for an AI to attack from the sea. SO, my guess is that Zara attacked them. Most likely he attacked a city near him, so I guess they lost something like their local version of Riverdale...

OK, your turn. Give you theory or agree with mine :-)
What you suggested actually sounds quite plausible. What makes me believe so, in addition to your compelling story, is that they lost both Score and Power at the same time.

I'm going to go with your theory that it was Zara.

For them to have gotten attacked if it wasn't Zara, then they'd have had to have been "sneak attacked." An AI that just declares war without "sneak attacking" is pretty unlikely to attack a City far from their home area, and even if said AI is on our landmass to the east of Zara, our Cities are clearly not near their Cities.

An AI can "sneak attack" you in a war declaration if you've refused their demand. So, there could be a whiny AI (the one that Zara met?) nearby that is very demanding and is powerful enough to back up its threats. Still, it would require an amphibious assault on a Coastal City or an attack on a City near the Coast that could be reached by a Galley that moved shortly after the war was declared (otherwise One Short Straw likely could have had a whipped defender there in time).

So, given all of those "extra requirements" for it to not have been Zara, I'll also say that it was Zara and that the war was probably declared due to religious differences (Zara is a bit of a religious zealot).

It's odd that they lost so much in the way of Power--Score I can understand if they whipped in a few spots, but even then they lost even more Score. So, I'm going with your theory that they lost a City to Zara and that they also just whipped a couple of Axeman in other Cities.



Other Teams
Spoiler :
Phoenix Rising and Maple Sporks have had some massive jumps in Power that could indicate they are massing for war. They are not likely yet at war, since I don't see Score increases that would come with captured Cities. Then again, several other teams that haven't played as far as those two have played actually have higher Power ratings than those two teams did earlier on.

So, it could be that many teams are massing for war or that few of them are and that other factors are contributing to these jumps in Power levels, such as by learning military techs.
 
Okay, I included everyone's suggestions. Time to vote If I get to really play this plan or not. I can play in 12 hours if everyone approves. Otherwise it will be Friday before I have time again.

T133
Worker 1 & 2 build Cottage NE of Delhi
Worker 3 & 4 move to hill NNE of Delhi; mine/Stop
Switch Bedrock and Wheaties to Settlers
Revolt to CS and Rep
Hire Artist in Wheaties
Research 0%
Tech CS

T134
Hire 2cd Priest in Delhi
Move Workers 3 & 4 to Cows SW of Wheaties and road
Research 0%
Tech CS

T135
Finish Cottage.
Worker 1 to Forest 1SW of Copper
Worker 2 1SE onto GLH Road/Stop
Worker 4 move to oasis and road/stop
Switch Riverdale to farm
Research 0%
Tech CS

T136
Worker 3 & 4 Move to forest square north of Wheaties.
Worker 1 road
Worker 2 move 1E and road/stop
Research 0%
Tech CS

T137
Change Wheaties' artist to a scientist.
Workers 3 & 4 move to wheat and farm.
Worker 2 move 1NE road/stop
Riverdale will grow. Work Cottage again.
Research 0%
Tech CS

T138
Put Wheaties scientist on Wheat.
Move Worker 2 1SE and chop
Revolt to slavery
Delhi will grow; Work new Cottage
Research 0%
Tech CS

T139
Worker 1 NW and Road
Research 0%
Tech CS

T140
Nothing happens
Research 0%
Tech CS

T141
Worker 2 finishes chop into Riverdale Library
Worker 3 & 4 finish wheat farm. Move 1S and chop
Research 100%
Tech CS

T142
Delhi Size 9. Work GLHill
Missionary Finished
Start settler
Worker 2 NW road/stop on way to Delhi
Worker 1 SW and Road
Missionary to worker 1 square to wait for GPF.
Research 100%
Tech CS

T143
Silverado Settler move towards GPF (2 turns to get there)
Silverado starts Granary
Finish chop into wheatie's settler
Worker 2 SW road/stop
Worker 3 move to wheat and road
Research 90%
Tech CS

T144
Worker 2 W road/stop
Worker 4 to wheat and road
GP Hopefully Prophet. Bulb CS. If not, stop and regroup
Whip Library in riverdale ***First before Revolt****
Work Farm and S Cottage in Riverdale
Revolt to Bureaucracy, CS
Move GPF settler into place
Move missionary into GPF
Fire priests and hire 5 scientists in Delhi
Delhi works copper, two corn and S cottage
Research 100%
Tech Alpha

T145
Delhi works copper, two corn and GHill mine
Worker 2 move W and chop
Worker 3 & 4 farm N of wheaties
Settle GPF. (We need a name)
Start granary in GPF
Spread Confusion to GPF
Start Confused Monastary in Riverdale
Worker 1 to cows and road
Research 100%
Tech Alpha

T146
Research 100%
Tech Alpha

T147
Research 100%
Tech Alpha

T148
Worker 3 & 4 N and road wheat
Worker 2 finish chop into Delhi settler
Worker 1 1 N of GPF and cottage
Research 100%
Tech Alpha

T149
Worker 3 & 4 S and road farm
Worker 2 road and stop.
Delhi Settler done. Switch back to S Cottage.
Delhi start aquaduct
Move Settler to Stone (headed to clams)
Research 80%
Tech Alpha

T150
Settler 1NW of Bedrock
Worker 4 to oasis and road/stop
Worker 2 road and stop
Research 0%
Tech Alpha

T151
Finish Alpha, save and submit save!
 
Worker 2
Spoiler :
4. As worker 2 builds partial roads toward Riverdale, it had been suggested that the roads be built in forests as much as possible. Building on the GHill on T135 makes sense as any other square would cause you not to get a worker action on that turn.
Actually, I think that a better move on T135 would be to put a Road on the GHRiv Mine 1E of the GRiv Cottage that Worker 2 started moving from, as putting a Road on a square with an improvement (such as a Mine) will never disrupt Forest regrowth probabilities.

It would kind of suck to put a Road on a square that has 3 adjacent Forests that greatly increase the chances of regrowing the Forest that was chopped there.


However, on T137, worker 2 should move NE to the GFor rather than E to the Grassland tile, which currently has 3 forest growth opportunities. The same goes for his trek back west.
That part sounds okay.


Unclethrill said:
T138
Move Worker 2 1SE and chop
That's weird. I really thought that we'd spent Worker turns on partially Cottaging the GForRiv located W + W of Riverdale.

If we've started to Cottage it, then we should probably continue to Cottage it, at least if we've spent a lot of turns Cottaging the square. If only a few turns had been put into such a Cottage, then Chopping could work out fine.

If we've started to Chop it, then we must continue to Chop it.

If we've done a bit of both (Cottaging and Chopping), then we'll need to know how many turns are invested in each action to see which one should be done. I guess my memory could be wrong or else we changed what we were doing at some point, but I thought for sure that we'd partially Cottaged this square. Yet, the test game does not reflect this belief and only shows 1 partial Chop for this Forest.
 
Still no marble. It still seems better to me to work that than build all these roads out to the GP farm, but maybe no-one else thinks so. It's 2 hammers per turn (from 4 to 6), and 2 commerce per turn as well, seems worthwhile to me.

I'm happy for it to go ahead as it is though in any case. Looks like a good PPP from what I can tell.
 
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