Can you stop a worker at one turn from chopping a forest?

Beerchugger

Chieftain
Joined
Feb 15, 2008
Messages
76
I noticed in vids people talk about pre-chopping forests a lot. Is there an automatic way to stop a worker from chopping at one turn before the forest goes, or do you have to do it manually?
 
Download BUFFY mod or BUG+BULL and you'll have that option enabled. Just search it here on Civfanatics.
 
It's only for BTS, and it's superb. I could never play BTS without it.
 
If you check the other mods, several of them do includes this ability.
I know the PIG mod does.
I'm pretty sure BAT and Caveman to Cosmos do as well.

I like the PIG mod.
A small amount of production back, when chopping down jungles? Check.
Colosseums grant +1xp for melee units? (They were for gladiator combat after all) Check!
Toned down the Inca and Romans to make them not so over balanced? Check!
and a few others.
Here is the link to the PIG mod: http://forums.civfanatics.com/showthread.php?t=328283
 
It just means what the title of the thread says: chop until you are 1 turn from actually chopping the forest down then stop chopping.

This lets you control when you actually finish the chop and get the production bonus. For example: If you pre-chop 3 forests around some city, you can later finish all 3 chops in 3 turns with 1 worker which might be good for rushing a wonder you want, once you get the tech for it.

I suspect the main reason for pre-chopping is the tech tree. Different things are available at different times and pre-chopping lets you prepare ahead of time, so you can much more quickly "chop rush" something as soon as it becomes available.

On the other hand, I never turn the stupid thing on (and if it starts turned on, I turn it off). It messes up queued orders. Say I tell a worker, via a series of queued up actions, to go to some silk, build a plantation, build a road to connect the resource, then go somewhere else to do something else. With pre-chop turned on I get no plantation (and therefore no silk) because it stops one turn short of completion since there happens to be a forest on the silk, so some number of turns later when I notice that one or more of my cities are actually unhappy when they should not be, since the silk was never hooked up, I have to waste my time sending some other worker over there to spend 1 turn finishing the plantation (after losing a population point's worth of food/production/commerce/whatever due to the unhappy population for some number of turns in each affected city, which is also an annoying waste that should not have happened). I greatly prefer if my workers actually do what I tell them to do. Therefore, even when the option is available, if I want to pre-chop I do it manually (which I rarely do since it is not actually very useful - on average it is certainly less than once per game that I bother with it).
 
Note that you can "pre-do" any worker action. Say, for example, you want to move a worker two tiles in order to, say, irrigate a square. You can move it one, build a road, and then cancel the action. Next turn move to the square you want to irrigate and do it. By doing it this way, you have gotten one turn of work on the road essentially for free.

Another thing which is occasionally useful is to pre-build a fort on a tile. Say you have a copper tile that you think might get pillaged. After you've built the mine, build a fort on the tile to one turn from completion. If the tile is pillaged you can finish the fort in a single turn to bring the copper back on line.
 
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