• 📚 A new project from the admin: Check out PictureBooks.io, an AI storyteller that lets you build custom picture books for kids in seconds. Let me know what you think here!

*Slightly*, Successful Early Rush.

CivIVMonger

Emperor
Joined
May 20, 2009
Messages
1,285
Location
Oklahoma City
I am playing a marathon game being Shaka. However, at 1600 BC I sent in a force of 16 chariots. I conquered all of his cities besides his last one. My forces were completely destroyed. Should I send in a "Mini" stack to destroy him and get him out of my hair, or should I give a few turns because he is crippled enough already?


Also, Do you think it is ever a good idea to conquer land around in a early rush on huge? Economies in thier infancy are very weak but land is power.
 
Land is power, but that's essentially your land if he's as crippled as you state.
 
Building 1.5 workers per city is more important than conquering more cities.

What do you do with your workers in the early medieval (Or sometime around there.)
era where you have already improved all of your land and so has your opponents? Do you just delete them?
 
What do you do with your workers in the early medieval (Or sometime around there.)
era where you have already improved all of your land and so has your opponents? Do you just delete them?

Unless you're sabotaging your research by building farms everywhere, you should be close to the industrial age before workers run out of stuff to do.

And industrial opens up a whole new set of improvements.
 
I'm bad with workers, but there are always things for your workers to build. Early one you want to improve just enough tiles to work in a city before you hit happy cap. Later you will want to improve enough tiles to work up to healthy cap. This means a proper worker compliment will several times go back to old territory and build on ever more marginal tiles. Eventually you will hit a hard cap on workable tiles (most often health if you game HR or culture slider) which may mean you go roadbuilding if nothing else presents itself.

In addition, as the game progresses new improvements open up and relative valuation changes which make worker-turns useful for rebuilding improvements. E.g. Early production cities like mines (3 :hammers: 1 :food: ) and farms (3 :food:); at certain points in the game this tradeoff gets skewed. For instance 2 flat green tiles and 2 green hills can give you 6 :hammers: 8 :food: with mines and farms, but this same combo gives 6 :hammers: 8 :food: 2 :commerce: with 1 farm/1 WS/2 WM at guilds (with caste) or chemistry (without). With SP, pre bio you are much better off with 2 WM/2WS while after you get more from having a farm and more mines. Railroad also comes into play (not mention that it drives a huge number of worker turns of its own right). Electricity also can drive some retooling of the land.

If I micro my workers heavily I may even flip tiles every few turns (WS to farms and back every 10 turns being the classic example). Thus never running out of things for workers to do.
 
Back
Top Bottom