Got 2 more scouts on flatland and the initial warrior reached 10xp.
It can now go check Julius' marble tile again.
Splitting the workers worked out fine : the gold was improved the turn we grew to 4.
Also, due to lost worker turns (6 in total, if I'm not mistaken), doubling up the workers to improve the food tiles would accelerate the Rice by 1 turn... without accelerating any city growth... and would delay the Pigs by 1 turn. So there wouldn't be any net gain. Actually a net loss due to later improved gold.
6-7 turns away from Masonry.
Now there's 3 options :
- either we complete the Warrior. Having a 3rd unit out could prove useful both for scouting and for promoting ;
- in this case it may be best to grow to size 5 on, say, the Barracks ;
- either we start straight on the settler and overflow into warrior --> Great Wall.
I think the chosen option should keep in mind the Great Wall's completion date :
- If we grow now, we're delaying the Settler by 1 turn (build takes 1 less turn but we take 2 turns to grow) ;
- If we grow now, we get extra hammers from 1 extra tile for some turns ;
- If we start on a settler at size 4, we get a huge overflow from Settler into GW, about 15 hammers. So there is some appeal to producing the settler at size 4, pumping 19H/t.
- On the other hand, if we grow to 5, we can improve a mine. The mine wouldn't be better than a forest silk to build the settler but would give a 3h/t advantage towards the Great Wall (extra pop + improved tile).
Just things to be pondered.
There seems to be benefits to growing to 5 right now.
The overflow hammers may not matter as much as those from the extra size + tile.
Also, there's the extra unit for map knowledge and early promotions.