Turn Discussion Thread

Despite the original plan would it be better to work flood plains tile for 3 turns until we've population 2 and then work Crab and Forested plains hill until WB is ready? This wouldn't delay our WB much but would give several additional turns with 3 commerce tile.

Hmm, I still think we should work the hill right away, how long does it take to finish with three hammers? Once its out we'll be working a 3 commerce tile permamently.

Edit: Went into the testing pod. Working plains hill gets the work boat out in eight turns, finishing and giving us access to the 4 food 3 commerce square in 3400 BC. Then it will finish the warrior in one turn, and spend one more turn growing building another warrior or something. Then it takes ten turns to build the worker, working the crab and floodplain.

Under this strategy, we research Animal Husbandry in 3320 BC. The Wheel in 3080 BC. Worker completed in 2920 BC and starts pasturing sheep. Pottery done at 2880 BC. The city can begin working the pastured plains hill sheep 2760 BC and grows the size 3 one turn later. Maximizing growth, we'll start working our first cottage at the same time as we reach size four, at 2560 BC, with 17 beakers per turn. Bronze Working is 1 turn in and will take 7 more turns to complete.


Now waiting to grow to size 2 before working high-hammer tile. City reaches size 2 and works clams and forested plains hill. Animal Husbandry in 3400 BC, two turns earlier than previous test. Workboat finishes and we get the good clam tile in 3360 BC. (1 turn slower) We then switch immediately to worker using clams and floodplains, note that this version does not get us a warrior unless we want to delay the worker and city growth for one turn. (to work claims + plans hill) For the test we will not finish the warrior.

The Wheel in 3120 BC. (1 turn faster) Worker out in 2960 BC, 1 turn earlier actually, due to starting immediately rather than waiting two turns after workboat for city to grow in the previous trial. Pottery done in 2880 BC (same). City begins working pastured sheep in 2800 BC (one turn earlier) and grows to size 3 next turn. (one turn earlier) We learn mining and city finishes warrior in 2680 BC, (we lost a lot of warrior hammers to decay, might want to delay worker one turn to finish him, though that'd throw this lead off somewhat) I forgot to record mining earlier so no comparison.

At 2560 BC, where the previous trial ended, the city just reaches size 4 but had been working the cottage for 1 turn. Same bpt now, Bronze Working will finish in 6 turns, one turn quicker than previous test. Worker has an extra turn to begin second cottage.


So basically if we go with plako's plan, and forego our early warrior, we will shave off approximately 1 turn off our research time and get our worker out 1 turn quicker. We can delay the worker 1 turn to finish the warrior sooner, so that's something to vote on when the time comes. But I do vote to go along with plako, and grow the city to size 2 quickly, turns out stronger.
 
It takes 8 turns. If we took 2pop first alternative, WB would be ready 3 turns later.

WB right away would mean for next 11 turns (calculating only "extras". Number of Hammers is same over the 11 turns):
3*3 + 1 (last turn,when pop is 2) = 10 Commerce
3*2 + 1 = 7 Extra food

pop first to 3 would mean:
3*1 = 3 Food from FP
3+3*5 = 18 Commerce

Okay. Difference is not that big, we would be changing 4 food to 8 commerce and I didn't take into account, that because of this 4 food our population will raise earlier and we can work 3 tiles a little bit earlier. working ForestedPlainsHill might be better overall.
 
Ha, so we both did the math and decided that the others' strategy might be better. :)

To put it in practice rather than pure math, growing the city first and working clam/plains hill gives us the option to forget the earlier warrior and get the worker out (and thus all later worker improvements like pasture and cottages) one turn sooner. Not growing the city first does not give us this option, and we have to delay the worker a turn to get the warrior out. (for city growth)

Something to think about, personally I'd prefer the earlier worker to the earlier warrior but we'll see what everyone thinks about that.

Also growing to size 2 first seems to shave off approximately 1 turn off of research costs overal, which isn't bad.
 
Just tested out another option, growing to size two right away, but instead of working clams/plains hill forest, we work grassland forest/plains hill forest. This gives us maximum hammers (4 per turn) into the workboat at the expense of commerce.

Workboat finishes in 3400 BC, in the same amount of turns as not growing the city at all, but now the city is already at size 2 and we can forget the warrior and start the worker immediately.

Worker is out in 3000 BC, one turn faster than clams/plains hill approach and two turns faster than the original delay growth/finish warrior approach. If we choose to get the warrior out quickly, it's still one turn faster than the original and then gets the warrior, so its win-win. This approach (sans warrior) will give us both cottages two turns earlier, the city grows to size 4 one turn earlier, but the research drops back one turn from the clam/hill approach (7 turns left in BW at 2560 BC)
 
Can/should we change what town is working before the end of the turn or is it already set to work Forested hill first? If we can't change this, it might be better to continue and Finish the WB.
 
To put it in practice rather than pure math, growing the city first and working clam/plains hill gives us the option to forget the earlier warrior and ...

forget, as in let the hammers decay? would not like that, even if it means getting tech/cottages earlier. could you please elaborate this a bit more? could not quite follow that :crazyeye:
 
forget, as in let the hammers decay? would not like that, even if it means getting tech/cottages earlier. could you please elaborate this a bit more? could not quite follow that :crazyeye:

The hammers we put into the warrior in these early turns will slowly start to disappear if leave it unfinished for too long. We can build the workboat before this happens, but if we build the worker right after that, it takes so long that we'll have lost most of our warrior hammers. (not a large number by the way, but still)

After the workboat, we can halt city growth/worker production for one turn to spit out the warrior before we lose those.

Still since we've already put in a workboat turn while working the floodplains, it'd still be faster to grow to size 2 and then work 4 hammer tiles on the workboat, no need to halt growth now. Though if we can go back and change the tile this previous turn, it throws the math all off. Is it possible to do that?
 
In my opinion we should change the workable tile to flood plains. We can then later decide if we want to work forest or crab and if we should finidh warrior after WB.
 
I did checked from the server and we're currently working flood plains.
 
Okay with taking it one step at a time. For the record and for people who don't want to read through everything above, current options are:

1. Work floodplains while building boat until city reaches size 2, then focus on production
2. Halt city growth and focus production on work boat immediately


I'll agree with the floodplain growth, with us already close thanks to the starting warrior the math adds up.

Also scout SW-SW makes sense, no problem there.
 
In my opinion the 2nd option is clearly inferior especially when compared to your suggestion. WB is ready at the same time, population is 2 and we get 3 more commerce when working Flood plains the 3 first turns.
 
I also do not think we should waste the hammers we have invested in the Warrior.

Joshua368 and I have been talking about this online, but there are a few errors with previous mock-ups due to the confusing last screenshot. (We have NOT yet put any hammers into the Work Boat, despite what it might look like.)

I'm just doing a mock up (Joshua368 is doing one too), which will be posted in the City Builds thread. :)
 
Work Boat started, working the flood plains tile. ;)

There's apparently a mountainous range to our south-east. Where to move the Scout next? Continue southwest? (There's definitely a valley we can use to pass through the mountain range, it'll just mean only 1 move per turn for the next few turns.)

 
I would vote to move a tile SW, even if it means wasting the extra move.

I just hope that fog tile to the SW of the tile that is SW of our scout is not a lake....
Nope, I'm fairly sure it's a plains-hill (I can see the edges of it quite clearly in the game). :)
 
Hmm, looks like we might have got a Global Highlands map, or something at least partially based off of it. One of the major candidates in the poll... it's distinguishing feature are clusters of peaks like this, making borders and chokepoints. Wonder how many of these we'll run into.

SW makes sense. Blarg, don't like ultra-hilly spots. Without plenty of food they can be awful to settle.
 
Id like to see an E S-E look from the scout on top of the plains hill. Are we going to use the warrior we get in 10 for any close exploration? If so I think that the scout should take a longer route around the peaks and have the warrior map the inside before returning to garrison/escort duties
 
Top Bottom