Mistfit
Deity
We will forgive you if there is iron close 

eldar said:Math...
Size 5->5.5, 6 shields (City, 3FPs, 2 furs)
Size 5.5->6, 8 shields (City, 3FPs, 2 furs + forest on growth)
Size 6->6.5, 7 shields (City, 3FPs, 2 furs, 1 plain)
Size 6.5->7(5), 9 shields (City, 3FPs, 2 furs, 1 plain + forest on growth)
Bada-bang, bada-bing!
I urge everyone to settle SE
However an early second Worker will still get this going quicker. Even if roading isn't done:
Irrigate 3xFPs = 6 turns;
Chop+Irrigate 2 Furs = 14 turns;
Irrigate Plain = 2 turns
Already 22 turns plus moves, and you need all those tiles improved for the factory to work. Without a second worker, that factory won't be running 'til well after 3000BC.
eldar said:However an early second Worker will still get this [the settler factory] going quicker.
[...]
Without a second worker, that factory won't be running 'til well after 3000BC.
Più Freddo said:I've put the data into a spread-sheet, using roading, since industrious worker moves are even more precious (admittedly, there are many rivers, which would speak against roading), and found the following:
Early settler vs. early worker
1. The early settler is, with a forest cut, ready in 3200 BC, 15 turns before the first settler from the early worker scheme.
2. The settler with two workers is ready in 2510 BC after a granary has been completed with two forest cuts and a warrior built while population accumulates. At the same time, the granary with a single forest cut is ready in the one-worker scheme.
it depends on whether you enjoy planning or not. sometimes the planning in itself is a lot of fun.Vegasgustan said:All this talk of strategy and excessive planning has given me quite a head ache and also some serious eye strain. I think I am going to just fly by the sit of my pants on this one and see what happens. Sometimes, for me at least, just plopping down playing Civ makes for a more enjoyable game. In last month's GOTM I did just that and managed a Victory, so here is hoping history repeats itself. Who's with me? Who just wants to go with the flow and drop the mind numbing planning? No one, right?![]()
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ionimplant said:it depends on whether you enjoy planning or not. sometimes the planning in itself is a lot of fun.![]()
Vegasgustan said:In last month's GOTM I did just that and managed a Victory, so here is hoping history repeats itself.
The better skilled players don't sit down to play and wonder *if* they will win, but how. This thread and the other spoilers are for discussion of this, this how. If you are not interested, then simply do not read it, duh! Of course ignoring these threads removes one of the best features of community play, but to each their own.
BlackBetsy said:(2) if you build a pop unit (Settler or Worker), it does not re-set the food count to zero (or 10 if you have a granary)
BlackBetsy said:(4) You get production from extra population unit in the inter-turn. Had no idea this happened. Still don't know how to control where the citizen works.
BlackBetsy said:(1) worker turns are different on PTW than on Conquests (had to redo planning because of this)
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As I understand it, the governor will always try to ensure that there is at least 2fpt surplus after growth. So if you are running at 2fpt surplus before growth the new citizen will be put on a 2fpt tile regardless of the "Emphasise Production" setting. If you are running at 3fpt surplus then I think the new citizen will go to an available forest or hill, but not to a mountain tile. If you are running at 4fpt surplus or more then you'll always get extra shields if there's a suitable tile available.Niklas said:It seems to me (please correct me those who know better) that as long as your town only makes 2 surplus food, the governor will always emphasize food. That sort of messes up your plans...