Help me out with this game

Dude, are you serious? If you intended to rush as fast as possible why would you pass up the opportunity to work an extra hammer? That is 25% more hammers! You didn't learn anything from this scenarios except how to play while working suboptimal tiles.

I do not have any valid reason for this choice. Whatsoever. I cannot even come up with a faint excuse.
 
Scenario I (Fishing > Mining > BW with Quechua > WB first) is suboptimal. I reached BW in turn 40, but Cuzco was left relatively underdeveloped at size 3 (7 turns to size 3).

Right. You should probably tuck this away in your bag of tricks, however - it becomes a lot more interesting at a higher level when the AI starts with a worker you might steal. If you continue to train quecha and work the water tiles, you can pull bronze working in to turn 37, then whip yourself a worker (exact timing undetermined - it may be that the earliest you can manage size 4 and BW is turn 38 or 39). Not necessarily ideal, unless you have good use for Quecha :hammer:

So for this particular start (I feel not confident to generalize):
1. build worker first.
2. Choose the techs that keep the worker busy, so first Mining and then Fishing.
3. Work the tiles that complete the WB the fastest.

Probably Fishing before Mining. Which tech can you actually use first? In theory, both can be used as soon as the worker is trained, but in practice the worker will probably farm the corn before the starting the mines, so you don't using Mining quite so soon (where you use Fishing right away, to begin training the workboat).

3 is kind of interesting, in that once you have trained the worker, there really isn't much the worker can do to speed the arrival of the work boat. If you switch to pure production, then the clams are improved after nine turns, which is just about when the corn is ready - but you only have one pop to work both tiles. I usually guess growth here, so would work the corn until size two, then pitch onto the forested plains hill until the boat is done.
 
In one of the tries, a forest grew on a plains hill so that I could no longer work it. Maybe I should have left a Quechua there.

Units don't stop forest/jungle growth. Improvements do. I believe unfinished improvements (!) also do. Roads halve the chance. The chance is based on # of adjacent forests/jungles, N/S/E/W only.

But... why *wouldn't* you want forest on your unmined plains hill? (*scratches head*)
 
Units don't stop forest/jungle growth. Improvements do. I believe unfinished improvements (!) also do. Roads halve the chance. The chance is based on # of adjacent forests/jungles, N/S/E/W only.

But... why *wouldn't* you want forest on your unmined plains hill? (*scratches head*)

It bothered me at that particular moment because I hadn't researched BW yet. It was the only tile that my worker could work after finishing the improvement on the other plains hill it was working on.

I take it that 'unfinished improvements' means any improvement that isn't currently being worked on. It would be quite frustrating to work on an unforested plains hill before BW and then just a few turns before completing the improvement find you're stuck in a forest and cannot complete your work...
 
"Unfinished improvements" means any tile that has had at least one worker-turn invested into it on a non-road project at any time in the past. I'm only 90% sure on this... there was a big thread discussing forest/jungle growth a while back... if I had my Wand of r_rolo Summoning, then he could arrive and post a link to it, as he's very good at this type of job. :-)
 
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