This is a very important observation indeed. It supports what I've been trying intuitively in a couple of games lately: 1-2 warriors first (or curraghs, if seafaring), then a granary, and by that time I would have hit size 6 and start with the settler/worker production, while at the same time having a size 5-6 capital with lots of income.
I was inspired to try this based off of your observation - that is why I am trying a few different angles. Oddly, the non-industrious no food bonus, granary first has resulted in the highest available bank up to this point, with an average income of 6.57 gpt over the first 60 turns. Thus far. Obviously addition research (26 more games) is needed for a conclusion.
templar_x said:
do not think anyone would believe "worker first" could help your early development anything if there are NO RESSOURCES around. as i understand it, this is the environment you currently do your tests with.
At the risk of violating forum rule #137 or sounding defensive . . .
This is the test environment I am using - which is why I said these were out of scope. My logic is that strategic resources are not part of the test - they help you build better units, but don't affect REX in the strictest sense. Yes, they defend your empire - no question there, which is why I qualified my earlier statement, noting that if you need military immediately for protection, then settler first is a good (best?) strategy. They can add shields and gold, true. But this is no more valid than luxuries below or having a cow or rivers nearby.
I removed luxuries because these have indirect impact on REX. All of these effects can be compensated for with the luxury slider and it gives me a clearer picture of the bare costs each turn. You can 'figure' the added benefits of luxuries from there. Less use of the luxury slider, increased gpt from 'worked' luxuries, etc.
By the way, for those that 'fear' the luxury slider, the past 10 test games have cured me of that problem! Bottom line, my reasoning is that all of the effects of these 'bonuses' can be layered on top of the raw, base data. My focus is on the raw REX data.
With that said, I do not doubt what you say about the worker first strategy, however I was inspired to test this based on the idea that I could use the early worker to 'set up' new city sites. Building roads to new settlement areas can result in building a city 2-3 turns faster. That is the hypothesis.
templar_x said:
with no ressources, your capital will grow only every 10 turns without a granary. your starting worker, especially if you are industries, will easily be able to hold pace with the city growth then.
so worker first is an option that logically disqualifies in that environment you describe settler first in my eyes as well
I dont completely agree with your logic here. Im not sure if you intended to imply that the presence of a luxury or strategic resource might cause you to generate a worker first?
To address strictly food bonuses, I am adding these in increments. The no food bonuses anywhere is the control group. The overall test is to try to determine under what circumstances it pays to use a settler first strategy. How close does the nearby 'factory site' need to be to make sense? Can a worker first then settler overcome a granary first approach if the 'factory site' is outside the first 'settling' radius? How many food bonuses near the capital makes it worth considering a settler first strategy? Or a worker first strategy? Is single bonus wheat on a grassland with access to irrigation sufficient to tip the scale? Is a settler factory capital site or a factory site nearby make worker generation a higher priority? What if you are trying to maximum gpt for fastest research?
I think that some of this is counter intuitive which is why a question like this comes up rather often. You see a city with no food bonuses and you think "well, that doesn't have potential" and discount a granary. You see a food rich city and build a granary right away. At least that was my inclination, when in fact; it was the food poor cities that could most benefit from the granary. And because each newly founded city adds a layer of complexity, the problem grows exponentially and new players have a hard time extrapolating how a decision made 60 turns ago multiplies. How much of an effect does founding a second city 10 turns earlier in the REX make a difference? This is what I am trying to figure out.
I dont doubt your experience or skill (see rule #137), but I think these questions have merit and Im not convinced that there is a clear cut answer at this point. I will fully admit I am probably a little obsessive on this topic, though. Okay, that covers my posting limit for the day.
