I don't mind suboptimal micro if it benefits the macro. In SGOTM19, Duckweed, you'll remember that we switched the capital's Copper to a Grassland Forest for a turn. This was inefficient, but meant that we could produce 2 Axemen in 2 turns via a 2-pop whip.
If the extra in Sparta let us put an invasion stack together sooner, then working this tile is fine with me.
Since Sparta is a front-line city with a Barracks, I value production over commerce more than usual. So a Lake > GMine = Coast.
@Kaitzilla
My general advice. You know the specifics of this turn far better than anyone.
Getting 1 more unit to the front line by T100 would be very useful. Getting 1 more unit to the front line by T105 is less important.
In the end, go with what you think works best.
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edit: if we want to stop the WB build in Argos, we lose 5H.
However, I think we can grow to size 6 far sooner (about 5–8 turns, I could check).
The Settler for Fish City will be produced and settled as soon as possible with both set ups (this is tied to Galley movement and Worker availability).
The next Settler would be quicker if we ignore the WB.
Either way is fine with me. I agree that it is a struggle to force out the WB before the hammers decay.
If the extra in Sparta let us put an invasion stack together sooner, then working this tile is fine with me.
Since Sparta is a front-line city with a Barracks, I value production over commerce more than usual. So a Lake > GMine = Coast.
@Kaitzilla
My general advice. You know the specifics of this turn far better than anyone.
Work a GMine > Coast if this will complete a slow-build (e.g. a Catapult goes from 42H ---> 50/50H). Earlier in the set, gaining 3H from the GMine let us 1-pop whip a Granary sooner (= 31/60H) and let us complete a Work Boat 1-turn sooner (22H ---> 30/30H) and all of this let us complete the Whale/Fish Settler 3–4 turns sooner.
Work the Coast > GMine if this will let us whip 1-turn sooner, or if the earlier hammers are superfluous for producing the initial stack. In the long-term, this is more efficient.
Work the Coast > GMine if this will let us whip 1-turn sooner, or if the earlier hammers are superfluous for producing the initial stack. In the long-term, this is more efficient.
Getting 1 more unit to the front line by T100 would be very useful. Getting 1 more unit to the front line by T105 is less important.
In the end, go with what you think works best.
----
edit: if we want to stop the WB build in Argos, we lose 5H.
However, I think we can grow to size 6 far sooner (about 5–8 turns, I could check).
The Settler for Fish City will be produced and settled as soon as possible with both set ups (this is tied to Galley movement and Worker availability).
The next Settler would be quicker if we ignore the WB.
Either way is fine with me. I agree that it is a struggle to force out the WB before the hammers decay.