Tubby Rower
Chronic Slacker
Turns in and I got it.
well, that worker is not helping any other city right now. Instead, it's mining a tile that's completely useless. If we finish the mine and then road a river grass, it will actually be able to worker all river tiles instead of that one bg that's not on a river. but you're right, maybe that 1g isn't a big deal (well, it's actually 20g now that we're researching Republic, but whatever)Tubby Rower said:The Dunderhead worker was intended to help with the road.... it inadvertantly was instructed to start a mine. roading a grass would only net us 1 gold. is that more important than the other improvements that could be made around the other cities? the waste of 2 shields doesn't bother me except that we wasted some worker turns.
there are 3 workers near Jesterton (1 new, 2 already working) and one near Polecat, so tying the 2 of them together is unnecessary. We're already focused on Jesterton, and I never mentioned or questioned why. But, why make the worker near Polecat work a tile that's not going to be used for 6 turns when there are 3 tiles right next to him that the city is already working?Roading I think that the worker near Polecat finished chopping the forest and is finishing that tile before leaving. I'd rather new workers go to Jesterton - 18% waste (the only city with less than 20% waste). Polecat has 41% waste so I'd rather the workers improve the less corrupt towns first.
that's what I thought, seems reasonable. I still believe stacking workers for roading is a waste, even after reading that article (2 workers can road 2 tiles in 4T in pbem (including movement) while it will take 2 stacked workers longer (including moves))The workers near SKWTD just finished chopping a forest to get a barracks in SKWTD. with two workers starting a chop in a turn, the shields will be given at the end of the turn.