Department of Micromanaging

Yep, it's straightforward in this case :)
 
Daghdha said:
iirc the chop will benefit the town that is working the tile and if no one does, the town closest to the chop. This may be my only contribution to this thread through the whole game and on top of that I'm not even 100% sure. See you in the more spam-ish threads :lol:

And now for some really boring detail. T-hawk some time ago did an analysis of forest chops on shared fields and found that lumber gets shipped in a certain order and direction depending on the location of the towns, regardless of who is actually working the field.

IIRC it starts at the NW corner of the borders and works clockwise and is shipped to the closest town. But if you are concerned about directing the shipment to a particular town just start a wonder (great or small) elsewhere. And as long as the field is inside the 21 field expanded border you get the lumber even if the border has not expanded.
 
I don't think that we can't fit two chops for Dunderhead into 8 turns.

Ignoramus is the one that needs shields.
 
All of the workers are currently busy. Don't see it happening unless we stop mining around Dunderhead and leave a tile without fully improving it... which others have said is a :nono:
 
Worker management. What are our plans?
There's some discussion on teaming or not teaming workers.

The way I see it we have two priorities.
One is continuing to develop our city tiles. Ignoramus, SWKTD, Jesterton and Polecat all have tiles that need to be developed. IE Polecat has 3 river BG's that are undeveloped. If Ignoramus had the potential to share the wheat with Dunderhead it could really help this city be a powerhouse. IE If Dunderhead could shrink to 4 pop it would help the lux slider a lot. It would be cheaper to run 4 to 5 pop (instead of 5 to 6) with workers in two if it's possible to temporarily let Ignoramus take the wheat. Just a thought and I may be way off base so tell me if so..

Second is roading to the incense then dyes and spices. We are currently running 20-30% lux so these will become important to crank science to 100%.

As it stands now we only have two workers towards the luxes. One on a grass and another on a mountain. They will start roading next turn. How many more (and should we start stacking these workers?) should be allocated to the luxs? Should Dunderhead workers be focused here and Simpleton's to the city development?

Also some people prefer stacking and others who do not. Though stacking 3's isn't the most efficient at times it does get the luxs hooked up faster which can help the economy.

Thoughts?
 
Mighty Potkiss said:
Also some people prefer stacking and others who do not
My take is that it is a matter of math and that preferences have not much to do with it. Having said that, I'm not the one to do the numbers cause I know a lot of you out there is way above me in that. "Brothers (Tubby, Bede, Crackie and G-man) gonna work it out" and I'll be happy to follow your instructions when I'm up.

finalsig.gif
 
I think that stacking towards the luxes is ok. In the core I'd rather try to keep them seperate as long as we can. Stacking does waste a worker turn if there is no road there, and according to that article, they should only be stacked if wasted worker turns are less important than speed.

I agree that more should go toward the luxes.

Below is from before our turn 66. the colors correspond to what city is using that tile. The ones with a dotted red square around it are not improved fully.

I think that Dunderhead can be MMed down to 4 pop and keep up the worker production. I think that whoever plays turn 67 (next turn) should only work enough tiles to get 4 shields. All other citezins should be scientists. We'll run negative food during that next turn. Then the next turn one should work the wheat again and the others should work the bgs.
 

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@ Rik, not for a little while maybe about 6 more turns. We can then have 2 settler pumps if we chose. Although Dunderhead will probably stay on workers for quite a while.
 
I didn't even know we have a worker carrying my name ... Happens if you move and don't have internet access :)

Edit: why are building a road over mountains? Straight S of Dunderhead looks like less time-consuming.

Edit2: nevermind, I saw Tubby's plan in Cartography Room. Quite sophisticated, I must say.
 
glad to have you back processor. we've been working your civ3 self quite a bit :)
 
We had a discussion on how many workers to have on a tile. If you intend to road, put three workers on a tile. They will complete the road in one turn. If you want to irrigate, put either two or four workers on a tile. For mining, three or six. You should always road first so that you can move your workers around for the secondary imrovement.
 
Bugsy - I thought I read an account that PBEM does not work the same way. You are entirely correct if this was SP. Who doesn't know that. I think we are learning too. If someone can remember the post where it spoke of worker turns needed in PBEM we should start a quick thread with no spam on how to accomplish it efficiently. BTW, this is being typed 7 shots and 5 beers after. Slinger mode has moved a notch. Can I TM Slinger mode? Typing requires 2 backspaces per every 20 characters typed. lol...
 
barbslinger said:
Bugsy - I thought I read an account that PBEM does not work the same way. You are entirely correct if this was SP. Who doesn't know that. I think we are learning too. If someone can remember the post where it spoke of worker turns needed in PBEM we should start a quick thread with no spam on how to accomplish it efficiently.
It was in a pdf file that (I think) Daghie linked in the turnplay thread. Here it is for quick reference, and it probably would be a good idea to start a sort of "how to" thread for any and all differences between SP and PBEM games.

The link: http://www.civfanatics.com/civ3/strategy/civ3_acad_worker_moves.pdf

As for TMing "Slinger Mode", I think you're generally known as a one-of-a-kind already and impossible to duplicate by anyone. :p
 
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