AnthonyIII said:
Worker roads forest outside 003.
This worker probably could have chopped and then roaded without any shield overrun.
AnthonyIII said:
001 worker-Temple... Feel free to change temple build in 001 and other builds I might have donw wrong, but sticked to temples and aqueducts as you said.
No, I said
Spoonwood said:
Right now we need markets and aqueducts mostly.
1. I thought I had mentioned here, but I can't seem to find it at the moment, that 001 can basically put out workers for a good long time. Basically until we have all our cities grown and developed.
2. Why does anyone build temples in the first place? Since we're playing for domination, we can pick up a few extra tiles before we go to war (which we won't have to pick up later) via temples. This isn't necessarily the best choice by any means. Just leaving things as they lay without temples, and going with settlers later may have worked better. But, I put in some temples in some spots for those few extra tiles earlier. The point here comes as that you need to understand the reasons for doing something... just building temples because other cities did so, simply won't help you out in general.
That said, we can only use temples in selected spots. The capital basically never will pick up more territory via a temple in any game.
AnthonyIII said:
If we were going for a spaceship win we could proably launch around 400-500AD?
That sounds pretty early. The AIs won't necessarily keep up this pace, and will fall into the same path in the industrial ages, as well as researching plenty of optionals in the high middle ages.
AnthonyIII said:
I decide to send those two to help clear marsh and the newly finished worker from 001 to help clear jungle outside 005.
Clearing marsh and jungle comes as a possible exception where stacking workers on unroaded territory can make sense.
AnthonyIII said:
Get Theology and silks for 884g and 179 gpt.
Overall, what you did seems to have not cost us any gold. However, it'll probably work better to NOT send them any gold
except when getting gpt from them. So, if we had enough gpt to get Theology that turn, pick it up. You generally want only 2 deals per turn. The third warrior and extra 2 workers (or 3 if playing non-industrious), I really only have around for turns when I start or wars or in case I need another pillage and roading to get as much gpt as I can.
AnthonyIII said:
Of course this doesn't matter in our game, because we're going for domination, but in a 20k wonders would go obsolete before we could have built them!
I think you answered your own questions. You don't build wonders for their effects (most of the time) in a 20k. You build them for their culture. Plenty of wonders don't expire, and there always exist new techs to use.
The only cities that can use temples are 002, for those flood plains, 007 for the flood plain, 006 maybe, 008 works nice for the whale, and 005. Opening the save I see two workers out together on an unroaded plain!
I'm not entirely sure that your time would come as better spent playing a lower level game at this point. Actually, to speak quite honestly, I'm not sure I can help you all that much (and today isn't the first day I've started thinking this), because, among other things, even though I know I've said a few times now not to stack workers on unroaded squares in general, and I feel confident I've explained why not to do so (one of the workers near 011 could have gone to a mountain square), you keep on doing so. That said, if we continue, 1. go back and chop instead of roading that forest, 2. don't stack workers on unroaded cleared flatland (plains, grassland especially and generally not forests either)! 3. put workers and only workers out of 001 until much, later. Things go much more smoothly if cities grow faster overall, via worker add-ins especially. If you play a turn set, please finish it, and always finish your turn set.
But, as I said, I don't see how I can help you all that much. I don't know why, but it doesn't seem you follow others notes all that well... or at least much, much more slowly than I would expect. Things can get much worse later if you don't play carefully while warring. This isn't to say that I won't continue, but that I have very significant reservations here as to this coming as a good use of my time. If you have questions, feel free to ask, and I'll answer to the best of my ability.
But, if playing some sort of succession game, I want to know that certain things will happen and others will not when the save comes back to me. If I've left notes to do or not do certain things, and it appears that we've
agreed on certain things getting done or not happening, then I feel very frustrated when the save comes back very different than I expected.
I will say at least this:
An industrious worker (before Replaceable Parts) takes 3 turns to chop a forest and 2 turns to road a grassland or plains square. If such an industrious worker roads a forest it takes him 4 turns to road, and will still take him 3 turns to chop the forest. That's 5 total worker turns chopping and then after that roading. Roading the forest and then chopping after that takes 7 total worker turns. For non-industrious workers it's 7 worker turns vs. 10 worker turns.