scoutsout
Minstrel Boy
I'll go ahead and say it since you destructors were kind enough to proscribe such comments from the peanut gallery. Some of my trades were
moves... I guess I let that freshly roaded Guiness, er, wines, distract me.
If we irrigate and road that plains tile, we'll have a second square that produces 2 food and 1 shield (the roaded/unmined BG being the other). Maybe it'd reduce the computer's tendency to stick a citizen on that forest tile. I dunno, but note to my classmates: Check the city every time it grows, for both happiness and +5 fpt. I might be wrong about this, but I think that's more important than the shields for a settler factory. I believe the idea is that (with a granary) the city grows every 2 turns. The 2 new citizens every 4 turns replace the 2 citizens lost to the creation of a settler...
Roading before irrigating might make more sense. I've got a "northward expansion" scheme I'm going to post later on. As for city sites: floodplain wheat, worker factory.
Real minor sidenotes: the unfortified Warrior makes micromanaging a tad easier for me. Since he's in the "unit rotation", he "reminds" me to check on a city I want to watch closely. When he comes up in the rotation, I simply hit <Enter> to zoom to the city. Note: If you send the warrior out to chase barbs, be sure to check the happiness in the city after sending the warrior out from the city...until we get a couple more luxuries hooked up, we're going to be "dancing on the edge" for a while, happiness-wise. I seem to remember adjusting the lux slider more than once in that last round. (sometimes up, sometimes down)

There may have been better worker moves, but here's why I made that one: I think it'll help (longer term) with managing the settler pump. I put the worker on that plains tile so he can irrigate and road it. Every time our city grows, the stupid machine puts the new citizen on that forest tile SE of the city. The problem with this is that it reduces our surplus food from +5 to +4 fpt. If we don't stay at +5 fpt, we'll deplete the city's population if we're cranking out settlers every 4-5 turns (especially with the forest producing 2 shields). At one point I think I put a worker on a totally unimproved regular grassland square just to stay at +5 fpt.With constant monitoring in the early part of the game, you guys should be able to crank out settlers. Cities become power now. <snip> What are we going to do with our worker now?
If we irrigate and road that plains tile, we'll have a second square that produces 2 food and 1 shield (the roaded/unmined BG being the other). Maybe it'd reduce the computer's tendency to stick a citizen on that forest tile. I dunno, but note to my classmates: Check the city every time it grows, for both happiness and +5 fpt. I might be wrong about this, but I think that's more important than the shields for a settler factory. I believe the idea is that (with a granary) the city grows every 2 turns. The 2 new citizens every 4 turns replace the 2 citizens lost to the creation of a settler...
Roading before irrigating might make more sense. I've got a "northward expansion" scheme I'm going to post later on. As for city sites: floodplain wheat, worker factory.
Real minor sidenotes: the unfortified Warrior makes micromanaging a tad easier for me. Since he's in the "unit rotation", he "reminds" me to check on a city I want to watch closely. When he comes up in the rotation, I simply hit <Enter> to zoom to the city. Note: If you send the warrior out to chase barbs, be sure to check the happiness in the city after sending the warrior out from the city...until we get a couple more luxuries hooked up, we're going to be "dancing on the edge" for a while, happiness-wise. I seem to remember adjusting the lux slider more than once in that last round. (sometimes up, sometimes down)