I agree we should whip the settler but I would prefer to let Moscow grow to 4 and whip it for 2 pop. Another option is to build the granary first and then the settler. I'm not sure if it would be much slower but Mboza can figure that one out.
If we built a warrior by working 1 forest before the settler we could whip for 2 pop and still build the settler at roughly the same time.
Good point. I was thinking it would take forever to grow, and we wouild lose stored hammers when we switch, but the reason the settler is so fast is because we have so much food.
5 overflow, + 7f + 1h/turn = 19 turns without whipping.
13 turns with 1 whip,
7 turns with 2 whip and that does not even include the benefits of working a fourth square.
7f is 6 turns to grow, which is 6 hammers towards something else, .
Need to add a turn to the whipped totals because of the revolt to slavery.
Without running the numbers, I thought building the granary first would be a mistake because you then need to build something else to get the pop back to a whippable level. So you whip the granary, grow quickly, then start the settler. You will reduce the time to granary plus settler, but increase the time to the settler.
I agree that either stonehenge or the pyramids would be nice, but I have no idea when to expect the AI to get them, and if we still have a chance with our stone.
So at the moment I am thinking warrior->settler->granary. Not sure whether to time the warrior to finish with the 4th pop (think it will cost 2 turns), or to just stick a couple of hammers in the warrior and rush the settler. Think I will go for the quickest settler.
And the choice of writing, or myst->masonry->writing is a toss up.
It takes me longer to write these posts than it will to play the turnset.
