Domestic T1 D2: Initial Infrastructure Strategies

MOTH

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This discussion is to discuss long term terrain improvements. At this time we have just our initial worker.

Please discuss general policies. Specific targets will be discussed as settlement locations are proposed (A thread on a strategy for the capital will be opened next.)

Domestic Consulate's initial suggestions.

Goals:
1. We never want a citizen to work an unimproved tile
2. We would like to get roads to future settlement locations by about the time our settler reaches the area.
3. We don't want to improve a tile that we won't be utilizing in the next 10 turns.

Build Targets:
At least 1 (and preferably 2) workers per city. These should be built as soon as it appears that we will need to work an unimproved tile (IE: we are about to grow and don't have enough improved tiles for the new citizen to work.
 
How should we handle keeping the citizens happy? The wines will clearly help, but how large can our cities grow and remain happy, and how do we combat unhappieness?
 
MOTH said:
We would like to get roads to future settlement locations by about the time our settler reaches the area.
Are you suggesting that we should build a worker as part of the settler/defender combo? Because if we go with the "loose city placement" that's what would be required.
 
YNCS said:
Are you suggesting that we should build a worker as part of the settler/defender combo? Because if we go with the "loose city placement" that's what would be required.

Our initial worker will temporarily run out of things to do, after 3 tiles are improved in the capitol region. Its next task should be to build a road towards the 2nd city location, where it will improve 2 tiles for the new city. A 2nd worker should be built as soon as we're about to grow enough that new citizens would be working unimproved tiles.

Forest tiles should be an exception to the must improve category, until we have excess worker turns. Normally we'll only be working them to balance out food and shields, and roading them is more expensive than other tiles.
 
Actually, roading mountains is more expensive than roading forests, but I understand your rationale.
 
1st to answer YNCS, yes, I think we should build a second worker at some point after we have a Grabary. This will get us to the point where would could operate as a combo pump. Meanwhile the settler escorts are going to need to be produced by our second and 3rd cities.

DaveShack said:
Our initial worker will temporarily run out of things to do, after 3 tiles are improved in the capitol region. Its next task should be to build a road towards the 2nd city location, where it will improve 2 tiles for the new city. A 2nd worker should be built as soon as we're about to grow enough that new citizens would be working unimproved tiles.

Forest tiles should be an exception to the must improve category, until we have excess worker turns. Normally we'll only be working them to balance out food and shields, and roading them is more expensive than other tiles.
I definately agree that should build a worker anytime we are going to grow and would have to work an unimproved tile. In the short term this might not be the case as we get the settler pump up and running we will need the population to provide shields by working unimproved bonus grass tiles.

I have opened another thread on Capital Development Strategies where I propose which tiles should be improved. I actually think we should improve both bonus grass before moving on with the first worker, but that is optional once we have a Granary as working the forest will provide the needed shields for a six turn settler pump.
 
We can capture 2 workers from India before the start of the next turn of course.

For long term terrain improvements we need to focus on the location of the next two cities. In the current situation we have an irrigated wine with no road. This is unacceptable. No worker should be permitted to leave a tile before it is roaded.

Assumiing that the next city will take advantage of the cattle to the north then we need to road to this tile and irrigate it. If the site chosen is the one I proposed in the settlement strategy thread then we can set up a four turn settler factory using the cattle and a wine, and therefore we need to mine enough BG's to make this happen, and we also need to leave the forest alone for the extra shields on growth.

In turn this will mean workers being assigned to one city for longer than has been otherwise proposed, and is one of the reasons I advocate immediate war with India and the capture of both her workers.
 
I agree that capturing India's workers would be a great thing. This could help to slow down India's expansion.

In practice though I doubt that we can get this Democracy to agree on this. There is often a lot of fear of risk as well as a lot of "political correctness" about being an aggressor. Way too many doves and not enough hawks I guess.
 
I can believe it, but I am new here and without a mandate, and therefore playing Devils Advocate is a luxury I think I can afford. :)

Political correctness has achieved the changing of Chairman to chair, manhole to inspection cover, blackboard to chalkboard and whiteboard to dry-wipe board. Other than that not much.

Capturing ultra-early workers is something I do routinely now and is something I learned from Bremp and DaveMcW. I have never lost to a conquest yet. There is a difference between perceived risk and actual risk. The actual risk is as low as it can be right now because we know exactly how many units the Indians have and what type they are. The perceived risk is that they have 6 warriors and we only have 1. "Oh no! We're all going to die". It won't happen folks. In ten turns time the game will have changed considerably.
 
I'll bump this back up as there has been little discussion on Infrastructure strategies. The following have been proposed in this or other threads. If there is little discussion then this will be polled as an Approve Y/N/A type of vote.
Worker Build targets:
1. An average of 1 or 2 workers per city.
2. Workers to be built when city growth would require citizen to work an unimproved tile.

Land Improvement Goals:
1. We never want a citizen to work an unimproved tile
2. We would like to get roads to future settlement locations by about the time our settler reaches the area.
3. We don't want to improve a tile that we won't be utilizing in the next 10 turns.
4. We want to road every tile that we improve.
 
I stand back, watching people fearfully through my holed newspapers.
 
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