My 100k HOF target

Settlers are more important than workers, though workers for roading is important.

Making 100 settlers and getting them out there takes a lot of time...
 
Whip settlers before buildings. If after you whip, your city can't get to size 5 without needing a specialist, then DON'T whip in a settler, whip a cathedral instead. I think that means if you're getting only content citizens in the city screen, you need to whip the cathedral, NOT the settler. Before that, whip a settler. I wouldn't advise whipping workers.

On workers:

In my Tiny Chieftain game at 1000 BC I had 44 workers and 49 cities. By 510 BC I had 72 workers and about 94 cities. In my Small Regent game at 1000 BC I had 29 cities and 37 workers. 10 AD I had 141 workers and 162 cities.

Those numbers and my intuition tell me that you don't need, nor want all to many workers (unless you count the above as a lot of workers, which for the number of cities it doesn't seem like a high ratio). Irrigation only takes 4 turns anyways. The key lies in abstaining from building unnecessary roads. Only the 4/5 cities of your core should be fully roaded. Maybe you need roads to your border for transportation during a war. But, that's it! It's quicker to just irrigate and use the cities as roads. A city without a road can produce a worker as its first build. But, once it has a road and some irrigation, it can whip in a settler fairly quickly.
 
AutomatedTeller said:
Settlers are more important than workers, though workers for roading is important.

Crosspost. NOT IN A 100K! The roads don't provide commerce, and it takes 7 turns to irrigate and road. It takes 5 turns to irrigate and then move back onto a road/city square nearby. Just enough roads to connect your cities, unless you need military transportation maybe.
 
When I start a new city in feudalism I build a worker first unless it has an abundance of food to build a settler with a single pop rush or forest chops are available, the reason for this is that with a full granary I can grow a city in 2 from a population of 2 and then rush 20 shields, but from scratch to grow to size 3 will take say 8 turns with two more giving a worker, who can irrigate and road.

I like to have if I can teams of 6 workers building roads for settlers to follow later this helps get cities established quicker two, I would say you need at least one worker per city.
 
When I start a new city in feudalism I build a worker first unless it has an abundance of food to build a settler with a single pop rush or forest chops are available, the reason for this is that with a full granary I can grow a city in 2 from a population of 2 and then rush 20 shields, but from scratch to grow to size 3 will take say 8 turns with two more giving a worker, who can irrigate and road.

I like to have if I can teams of 6 workers building roads for settlers to follow later this helps get cities established quicker two, I would say you need at least one worker per city.

In some situations it may help to have workers roading ahead of settlers. But, if you have three workers moving onto a square to road instead of one, it'll take longer to get everything worked up.
 
Crosspost. NOT IN A 100K! The roads don't provide commerce, and it takes 7 turns to irrigate and road. It takes 5 turns to irrigate and then move back onto a road/city square nearby. Just enough roads to connect your cities, unless you need military transportation maybe.

that is what I meant - enough workers to create roads so the settlers get to where they are going.
 
Whip settlers before buildings. If after you whip, your city can't get to size 5 without needing a specialist, then DON'T whip in a settler, whip a cathedral instead. I think that means if you're getting only content citizens in the city screen, you need to whip the cathedral, NOT the settler. Before that, whip a settler. I wouldn't advise whipping workers..

I'm not whiping the workers, I'm cash rushshing them Staying in republic until the settlers are build, then I can revolt whilst they are travelling, and the population is high so that once I get into feudalism I can whip libraries in most cities.
On workers:

In my Tiny Chieftain game at 1000 BC I had 44 workers and 49 cities. By 510 BC I had 72 workers and about 94 cities. In my Small Regent game at 1000 BC I had 29 cities and 37 workers. 10 AD I had 141 workers and 162 cities.

Those numbers and my intuition tell me that you don't need, nor want all to many workers (unless you count the above as a lot of workers, which for the number of cities it doesn't seem like a high ratio). Irrigation only takes 4 turns anyways. The key lies in abstaining from building unnecessary roads. Only the 4/5 cities of your core should be fully roaded. Maybe you need roads to your border for transportation during a war. But, that's it! It's quicker to just irrigate and use the cities as roads. A city without a road can produce a worker as its first build. But, once it has a road and some irrigation, it can whip in a settler fairly quickly.

Not much for a normal game, but higher than I was running. At one point I hit 150 cities with about 45 workers on small before ending at around 100. For a small game I managed on 27 workers up to 90 cities and ended on 44. Perhaps I need to track the number of unirrigated worked tiles, as long as tht is acceptably small then the workers are about right. It may be that when that starts to increase I can either build more workers, or revolt and start whipping the settlers.
 
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