dalgo
Emperor
Sounds OK to me. I've got it, will play today.
You actually get to use the roads rather than waiting for them though. If you have a team of 4 workers leapfrogging you will get a road up and running far faster over a longer distance than if you sent one worker out for each tile. Plus you can use it in the meantime. It results in a cumulative time advantage, not a short term one. Unless my internal math is wrong, which it very well could be.namliaM said:lurker's comment:
:shakehead Sorry... Not a good idea....
Lets see 2 workers paired up will build a road in 1 turn... Yep...True...
Step-Step (Turn 1) -Road-Road (Turn 2)
Step-Step (Turn 3) -Road-Road (Turn 4)
In 4 turns using 2 workers... Thats 2 roaded tiles. Notice this is 8 worker turns! (2 worker turns per 'turn')
Doing it seperatly
Step (Turn 1) -Road (Turn 2) -Road (Turn 3)
Step (Turn 1) -Road (Turn 2) -Road (Turn 3)
Will require only 6 worker turns.
Stacking workers is a good idea when Mining/Irrigating/Clearing allready roaded tiles. But to road? Best do it with 1 worker if you want to be efficient with your worker turns.
That's what I normally do too. But this game is forcing me to think ahead. I usually have just one course of action so I'm finding it helpful to hear other opinions. I'm not very good at dot maps either so am especially glad of this:Melhisedek said:NIce set of turns mate. I wonder will I ever be able to plan things as throughly as you do guys, instead of just doing stuff that "feels" right at the moment :/
Symphony D. said:I propose sending Washington's Settler to Purple Dot as you suggest and Boston's to Lime Dot. Then to consolidate support costs it might be better to get out two more Settlers and send them to Red and Yellow or Yellow and Orange before revolting. It might actually be better to go Red and Yellow because then Gems can be colonized rather than having to stick Workers on that mountain for however many turns.
presumably to secure the horses there. OK we go with plan B and wait for the Atlanta temple to complete. So that leaves red or yellow dot for the settler. I choose red on the basis that we are more likely to lose it than yellow.
I go through the towns and have to hire a few clowns. Washington and Philadelphia are at zero growth but no one is negative.For roading to the front lines OR ofcourseBede said:SymphonyD's approach works when you want to go a longer distance, like in the mddle of a war and you need a road to the front, or across enemy territory.
'new' frontlines... Offcourse stack away... to road or to Rail...
Where next for them? Marseilles for the lux or Paris which would virtually take the French out of the game. I suggest some horsemen next to give us more flexible defence while our swords are away.
dalgo said:....
Had a look at the save. Great job Bede. Are you sure 7 swordsmen and a cat are enough for RheimsWhere next for them? Marseilles for the lux or Paris which would virtually take the French out of the game. I suggest some horsemen next to give us more flexible defence while our swords are away.
dalgo said:If we mine the Iron Mt at Atlanta we can speed up Zeus a bit. The curragh approaches Andahuaylas where the coastal water extends offshore either to an island or the other continent.
dalgo said:Nice of Amsterdam to build our Pyramids for us![]()
I hadn't thought of that. The Dutch would have already had a lot of shields in the box when they switched to the Pyramids so hopefully they are ahead. All we can do is push ahead with Zeus as fast as possible. I like your idea of merging workers to speed it up. If we do lose out there will always be another Wonder to switch to, right up to Sun Tzu if necessary.Bede said:Only problem is they are a long ways away and might just cost us SoZ if an offshore nation builds them.
Ordering troops to Miami
I decide to move our troops to take Rouen and Marseilles...
I'm not used to wars this early on. Zeus statue in 4.