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- Mar 11, 2008
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1) This is a little confusing, especially in conjunction with what you say in point 5) because there you do say I have enough workers. I think you're right though, I probably don't have enough at this point, especially if, based on point 7), I should have been roading to other civs for trade routes/commerce. To answer your question, the problem in Berlin is that I have all that food sitting there going to waste. I should know this by now. D'oh!
Ha..I was confused a bit myself by the fact that a) I had 2 point 5s ..derp and b) that was a mistake - I meant you did NOT have enough workers. The issue with Berlin is 3 fold - and tied to point two. The main issue is you are working unimproved tiles when as you correctly answered in point 2, that Berlin should have started running 2 scientists after the library (or grown into them depending on size/growth). The sooner you get that academy the better.
With that said though, you built a worker in Berlin. Given that Berlin is working unimproved tiles (well, the cow was given to new city temporarily which is okay to get that city going), I would have 2 popped whipped that worker after 1 turn of production (note: in case you are not aware, whipping on Turn 0 of production has a penalty)
You needed that extra worker anyway, and hammer overflow from the whip could be put into something useful like a new settler.
2) I think once the library was online I should have switched two citizens to scientists, working towards my first GS.
see above...but, yes, exactly
3) Those spots will be cottaged first so that they can be swapped and worked by more than one city so that their development is constant. I wasn't sure when to start building cottages because previously you had said that it was too early. Still not clear on the timing of this, and when situationally to build cottage vs farm.
You are most correct. Those spots can be tile shared with other cities to keep their progression going.
I think the answer to the whole "cottage timing" question comes down to what the worker needs are and the "phase" you are in. At the time I mentioned that earlier you were still very much in the aggressive expansion phase, where settlers/workers are more priority builds, and special tiles improved or chopping performed are worker priority. So it is easy to explain that way, but harder to get a "feel" for this..that will come the more you play.
Furthermore, at the time, you really did not have the cities and city growth to even work the cottages, and Berlin would be focusing on running scientists. Now you are getting very close to putting down some cottages. And don't forget the advice about using workers 2 moves to use the half move to put down part of an improvement (road/cottage/farm).
cottage vs. farm is mainly determined by the a) the type of city b) the food needs. Berlin - although not an ideal Bureau cap is the best thing you've got and does have several good tiles for cottages (riverside grass and flood plains are what you think of here)
Ham has the gold which is food deficit and likely will use rice for its main food, although rice can be shared at times with Munich as or if needed. Rice will be irrigated later after CS is teched by the farm adjacent to it. So I see Ham as more of a production type city with farms and mines. Same with the horse city. yeah I would usually cottage flood plains, but horse city needs food - it has no food specials. If the city had a plethora of FPs though I would cottage them (in fact, hypothetically, I might move the palace there if that was the case)
So in short, cottages are laid down in cities with the terrain that warrants them. The capital is usually tailored for Bureaucracy to make it a research hub to leverage the huge boost to commerce and the academy. Secondary commerce cities may be developed later in areas with a lot of river tiles and/or flood plains.
4) Not completely sure about Cologne. Should I be improving those hills? Mining them? Cottaging them? Can Cologne build the settler to go up in the fish/fur spot?
Perfect time to whip Granary in Cologne. (Again, look at the numbers before and after the whip, and the turn after, and when it grows again. I'm trying to get you cognizant of granary optimization and the growth factor of the granary)
No, Cologne will not be cottaged. It's a typical production type city.
Hmmm..you could build a settler there after granary whip. Put whatever OF from whip into settler and put the chop into settler, then maybe grow a little bit before finishing. After the chop, the worker there can use road to move up to grass hill and start mine immediately for city to grow onto to help finish settler.
6) Which tile would be best to settle the new city on? I'm thinking the one tundra tile right in the middle of it all.
I'm not sure exactly what spot you are referring to, but the only spot that should be settled is next to the fish. Otherwise, you will have a city with no growth potential and no ability to do anything. A work boat for the city can be built asap in Cologne after the settler. (a well timed settler whip can help speed up that WB)
7) I'll pause once Alpha comes in before executing any trades, but will most likely replay again from an earlier save to try to tighten things up based on recommendations thus far.
sounds good
The biggest issue for me overall is speed of play. I'm so used to playing much faster, and it's a really hard habit to break. Maybe I should, as @krikav suggested, set a 5 minute timer and just stick to that each turn. Even if it means double and triple checking things. I know it will help with my overall analysis and decision making.
I think all of us at one time played the game fast. Of course, I should point out that the more you play, some of these things will become second nature. So you are learning to pay attention and micro things now, but your pace of play is really up to you. You will get a bit faster play as things start becoming automatic for you. But you should see us when we play the SGOTMs, which typically have a 3 to 4 month timeline for completion. Extreme planning, extreme micro, lotsa fun!
One major question I've had is what to build when there is nothing else pressing at the moment. Should warriors just be the default if there is nothing else that makes sense?
Well, always ask yourself first what the empire needs. Do you have enough workers? Are there more spots to settle? Should I think about attacking someone?
If there are wonders you can queue up, you can use them as placeholders (true placeholders). If you have the Industrious trait, that can really be a boon as your hammers are doubled, such that when someone does complete the wonder you will get a good bit of fail gold. Or you have marble or stone hooked up, whichever one gives the bonus. But even without bonuses, you are putting hammers into something that will pay back a little later. But again, I would do this only if nothing else pressing.
As krikav mentioned above, after Alpha/Currency you can build wealth/research...always a good placeholder when nothing to build presently.
But if neither is available, you can always queue the Barracks for now or a warrior, but you don't want too many of them. It is nice to have a few though since they are great for MP..
Frederick is ORG/PHI. So, cheap LH and CH. I suppose that is another reason to get sailing sooner rather than later (along with foreign trade routes). Reduced civics upkeep maybe speaks to getting Mids for the shift to representation. I think CoL and Civil Service also become priorities in order to leverage bureaucracy and the aforementioned cheap CHs. PHI also means faster GP emergence. Not sure how to leverage this yet, but I'm sure it can be powerful if done properly. Am I on the right track with these thoughts?
Main thing is Fred is Philo. You will produce great people faster. So you can get a real quick academy, but you haven't run the scientists yet. Later you can run a golden age and produce a lot of GSs for bulbing. (Cheap Unis are nice for Space and faster Ox)
Cheap lighthouses are very nice for those seafood cities. Just one Maths chop and they are done, or a quick whip or using whip overflow.
CHs are non-essential buildings, but can be nice later when you have a large empire to quickly get up a few in far away cities.
Reduced maintenance has nothing really to do with your decisions on Civics, but is a nice bonus overall. It is quite helpful on higher levels when maintenance costs rise substantially.
Philo is a top tier trait. Organized is more a mid-tier trait (some think it a bit overrated - I think it a bit underrated myself)
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