It is true, so just switch the setlter build to something else and pop the hut. Then switch it back. Works just fine. I have popped a settler that way many times.
ionize said:Ok, that means I don't stack workers on unroaded tiles, but spread them out and road different tiles?
ionize said:And in general work individual tiles with a single worker only?
ionize said:What about urgent roads like warpaths, or to resources/luxuries?
Wow, that sure is a slow way to build roads, especially over anything besides grassland/prairie. I always get the number of workers there to do the task in one turn when possible. I think the only time I reverse it is when I'm clearing a lot of swamp, I go in with enough to road the swamp then follow with enough to clear it, that way I keep the greater number of workers doing something every turn.
Back to the roading issue Spoonwood, your saying that if I could road a tile with 2 workers in one turn it would take less than four turns to road 2 tiles working alone. And that only applies if I can get to those two tiles in one turn. Sorry I don't see the return on efficiency in eliminating lost movement versus time to complete the task.
@1. You're right! Well, I keep it for now, but refrain from doing other such tiles until all other good tiles are done.1. Generally you don't want to start clearing marsh or jungle (forests work differently) until you've developed (most of) the other tiles nearby. It just takes too long to clear those tiles, when you could use those workers for something else.
2. I understand why you've got enkidus fortified in Ur. That said, the more enkidus you have out "lighting" the land, the fewer barbarians you will have to fight. A barbarian camp can't appear in any square in sight of a unit with attack and defense.
3. Ur can use the lake instead of the floodplain square. It gives it the same output.
4. Irrigate those floodplains for Sumer. You can get 3 food out of each of those squares.
5. You do want to settle the desert between Sumer and Kish. Actually, I don't know why you sent your settlers south to that grassland first, but I don't think it'll matter. Since you're playing as agricultural, once irrigated, those desert squares give you 2 food each instead of 1 food if you played non-agricultural. So, that desert area actually has a greater value than you might expect.
6. I would have traded Alphabet, but not Writing. Someone might now pop Philosophy from a hut since you've traded Writing.
The problem with that particular spot is, that it's all jungle and not forest. I think it would be a real problem to clear all the tiles at them moment. But that again, the lake is of some use and can sustain fpt.You could settle in the forest areas north and north east of ur, I would definately settle on the forest 4 tiles North East of Ur allowing it to be on the lake
I don't know it by hard, but it should be around 8-9 workers at the moment (if you look at the screen you can count 8 workers).Can't tell from here but how many workers do you have?
Not a single one. This world is really frustrating with jungle en mass, marshes too and no luxury in sight. At this point I can address the Kish problem as well. I will opt for scientists/taxmen in the future instead of raising entertainment %.I noticed no luxuries to your cities, do you have none near by?
Another thing now you are in repbublic I would not build military anywhere without a barracks except in emergency.
OK! I keep that in mind. I will hook up iron and gets some barracks set up and start swordmen/archer then (and only then). I got a good force of enkidu at the moment and should be able to fend of Celtic troops in any case, unless they bring their UU along.Not looking at the save, so I am only guessing here. I would not be anxious to make troops with no barrack after my first 2-3 warriors. Do not be concerned about the Celts as it is very unlikely they will go to war right now.
You do not need to take them down, unless you can eliminate them. IOW the only purpose to attack them is to kill them, before they can get Galic Swords. You are not going to be able to do that I suspect.
I build no colony! I build Bad-tibira in range of the iron resource and just need to hook it up, after the city is connected to my road-network.Colony is pretty much a waste of a worker at this point, well at nearly any point. You need that worker and now it is gone for what? You have Iron, but no real need of it right now and a single settler and that lost worker would have given you iron in few turns.
OK! I will reconsider my city placement. I won't change the current cities, but will keep it in the back of my mind for the future.I wonder why you would put Bad-tibira there and not move it over to the coast? You gain some coastal tiles at no cost. Unless you are planning on going to all war footing, you do not need strict cxxc.
It only workers out as slower when you consider an individual tile. It's NOT slower when you consider things empire wide. If you road a single tile with say 2 industrious workers, and you stack them you spend 2 turns in movement, and 2 turns in roading. So, you spend 4 worker turns doing this, and 2 game turns to build that one road. If you just use one industrious worker here, you spend 1 turn in movement, and 2 turns in roading. Thus, you spend 3 worker turns and 3 game turns in building that road. So, you do get that particular road slower in terms of game time if you don't stack, but if you do stack workers, you've basically "payed" more for getting that job done quickly. If you want to build 2 roads, and stack the entire time, it takes you 2 game turns to build the first road and 2 game turns to build the second, for 4 total turns. However, if you don't stack them, it takes you 3 total game turns, since two workers move to two distinct squares on the first turn, and then both road on the 2nd and 3rd turns.
Now, what does that mean more practically in terms of an empire-wide game?
Well, let's say you have 10 cities, and 80 tiles to road (say you have 12 workable squares per city minus some coast, and some roads already built). You have 20 workers. Now you can
1. Build 10 roads every 2 turns if you stack those workers. In this case, you spend 16 total game turns building those 80 roads, since (10*8)=80 the number of roads needed and (2*8)=16.
2. Or if you don't stack those workers you can build 20 roads every 3 game turns. So, it takes you 12 total game turns to build those 80 roads, since (20*4)=80 for the number of roads needed, and thus (3*4)=12 for the number of game turns needed.
So, empire wide, using workers to build roads doesn't pay off in terms of stacking workers in general.
How does that happen again? Well, if you stack the workers you spend 2 worker turns to move into a square, and 2 worker turns to road, for 4 worker turns for every road built. Thus, you need 320 worker turns to build all those roads. If you do not stack those workers, it takes you 1 worker turn to move into a square, and 2 worker turns to road. So, you need 240 worker turns to build all those roads.
Things get even worse with non-industrious workers, since if you stack them in 3s, then you spend 3 worker turns in just movement instead of 1. And even if you spend only one turn moving on roads to get to an unroaded spot, with regular workers, that only takes 2 worker turns in terms of movement instead of the 3 needed if you stack those workers. The problem gets even worse when you start talking about slaves.
How does it come as a problem to get to unroaded tiles in the early game especially? Just build just enough of a network between your cities initially, and you'll usually have plenty of open unroaded spots that your workers can get to without wasting movement. Or build such a network, and don't put all that many mines/irrigation down early, just put roads and then have other workers that move a turn or two on those squares, mine/irrigate them, and then move to the unroaded square after that. Also, you lose even more worker turns by roading anything other than a flatland, hill, or mountain square before clearing it.
For all but special games, you do not need to lose a lot of sleep over lost turns going from a tile you just worked to another tile to work, as long as you get there that turn.
If you are going for a score or it is an team game or a very tough game the lost turns to stop doing are the ones, where you move to a tile and mine or irrigate and do not make a road. Where you go over several unroaded tiles to get to the tile you want to work.
Even more important is working tiles that are of no immediate value. Like mining a mountain that is not worked and probably will not be for some time.
Cutting jungle, where you are not going to work that tile. Putting too many workers in a stack for the task at hand or too few.
Improving a tile with the wrong improvement or at the wrong time. Like mining a grass, when you are starving.
Worse of all is not having enough workers to come close to improving tiles in the core towns that are being worked.
It is good to understand the optimal use of workers, but if players just stop making really poor use of workers, they would be fine.
The other consideration is the game situation. It can come to pass that wasting turns is required in war conditions, like getting a road on an otherwise useless jungle. This so your knight can attack and them move back into town, rather than left out to get attacked.
Try to not pass over a tile without a road and leave it without one. Try to not pass back and forth in the early going with workers. Try to not leave the capitol and its next towns with no workers, while they are still growing.