Let's give an example:
Irgy said:
108: Worker 3 NE and chop 1 turn.
Dhoomstriker said:
I still disagree with this move, since that Forest is a Forest that we won't want to chop down for a good number of turns. We should be working on the Road towards Wheat City, if at all possible, as that Road will be useful within your turnset.
Irgy said:
Re: (Many different comments about worker moves, too hard to narrow down a specific quote).
The worker moves I have (and more to the point the equivalent variant that builds the road on the corn and N-NE forest hill square instead) are already optimised to get the 3 workers there just barely in time to complete the cottage in 3 turns once stone city is settled, while also having the wheat road complete. It took a lot of fiddling around, but it's done now so we can move on.
Everything they do other than building the wheat road and stone city road is solely for the purpose of not wasting worker turns.
Okay, so here you are at least saying that you have a reason for doing an extra Worker move such as having Worker 3 chop for a turn: you're saying that Worker 3 is chopping because you have calculated that Worker 3 has an "extra" turn to use up before he needs to get to the Flood Plains square to start cottaging.
Great! You've collected this extra info on exactly how many "extra" Worker turns you will have via your testing. But we didn't know this fact, so simply letting us know this fact would help out a lot! Maybe our suggestions to you can thus be better-focused, knowing that the number of moves have been pre-calculated and thus changes are limited in scope. Simply by communicating the fact that you came up with the timing of Worker moves such that "X and Y goals will be met, with Z number of extra Worker actions available," we can cut down on suggestions that won't fit with that plan and you'll be less frustrated with having to explain why you are "killing time" with Worker moves, etc, while our suggestions can be more centred around ideas that fit with your current master plan.
Or, we can challenge the master plan more easily, because we can say "well, it's nice to complete goal X, but goal Y can wait and I think that goal A should be added in there, instead." Then, we'll have an issue that other team members can more readily discuss, as we'll be talking about the main issue--that of prioritizing our goals, instead of trying to figure out why you're making the Worker actions that you're suggesting and trying to work backwards to see if there is a way to do things a bit better.
Back to this example, though, we have no need to chop that Grassland Forest River 1E of Delhi now. Couldn't you instead chop a different Forest for that "extra" Worker turn? For example:
108: Worker 3 N Delhi, N GCornRiv (1N of Delhi), pRoad
109: Worker 3 E GForRiv (1 NE of Delhi), pChop
That way, you will perform 2 Worker actions that are useful: you are partially building the Road towards Wheat City and you are partially pre-chopping a Forest that we will want to chop into The Pyramids. The PPP has you building a Road in the right direction, which is okay, but it has you chopping a Forest that we won't be chopping down for a long time. Now we've just doubled the immediately-useful Worker actions in a span of two turns, and that's only for one unit.
Irgy said:
109: Worker 3 move N and build road for 1 turn (1NE of Dehli)
The way that the PPP is written, though, while you have us building a Road towards Wheat City, you still haven't updated the location of the Road to be on a square that isn't affecting Forest-regrowth possibilities (the GCorn Riv square is one such square that cannot receive a Forest so it's a good spot to put a Road on). Your PPP instead still has you putting the Road on the GForRiv 1NE of Delhi, which is a square that we are chopping specifically for the reason that if we don't chop it, no Forests can regrow in the area, but if we do chop it, a Forest can potentially regrow on that very square. By putting a Road on that square, we mess up our chances of Forest regrowth on that square.
Also, since I already partially pre-built the Road on the GCornRiv square, the Road there will only take 2 turns to complete, whereas a Road on the GForRiv square 1NE of Delhi would have required 3 turns of buildng a Road on it. Perhaps that means you'll have even 1 more extra Worker turn to use, such as pre-chopping the GForRiv square 1NE of Delhi for an additional turn.
If we decided that we really wanted a Road on that GForRiv 1NE of Delhi, then I would counter-argue that I'd rather that we chop just about any other Forest into The Pyramids, as the whole point of selectively-chopping Forests was to increase our Forest regrowth chances, and those chances go down the drain if we put Roads on those same squares.
Irgy said:
Ok fair point. Still not used to this idea of roads preventing forest growth. I'll leave him fumbling around riverdale in that case.
Yes, indeed, you did acknowledge the point about not wanting to put Roads where we are chopping Forests for The Pyramids. However, because the PPP was not yet updated to reflect this acknowledgement, while at the same time you are pushing to play forward, I do not feel confidence that before you play, the PPP will be updated in order to incorporate the change. If a change is not put in the PPP, then it's unfair to expect you to remember the change, so the change can thus easily be missed.
Do you see what I mean?