Term 2 Worker Actions

zorven

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This thread is to discuss what we should do with our workers for Term 2. The more specific your proposal or suggestion, the better.

Thank you.
 
Lets start with our current situation in 550 BC.

Work Group A:
This group is comprised of 2 native workers. They are building a mine that will be done in 2 turns.

Work Group B:
This group is comprised of one native and one foreign worker. They are free to move this turn and were on their way to build a road to Santa Lucia.

Work Group C:
This is one native worker. It is currently clearing the jungle. There are 11 turns left to clear the jungle at this location.

I have no control over when or where more workers are built, so please do not discuss that here.


DG4_BC550_Workers.jpg
 
Ok, first...

1 - We need more workers!!!
2 - We have jungle, so we're gonna need 4-6 workers in one group per jungle tile to even put a decent sized dent in it.
3 - We need to clear jungle that DOESN'T have dyes, or any luxuries on it. Why? Because dyes is a garunteed 0spt tile. We might clear a 1 spt grassland elsewhere, but never from a luxury tile. Never.
4 - We need roads to our cities. Now, we have an out of the way city that's not even gonna grow past size 2. Why? Because in our apparent AI-like state of mind (a.k.a., the Demogame Factor), we placed a city where there's no water, no +2 fpt tiles. Why? Who knows, probably just to block out the babs. (real smart, they're just gonna build around it...). I really doubt if that city is even gonna be worth it. There was a MUCH better location SW of Groton that has grassland, and bonus tiles. (ok, rant over).

Next time, I think we really need someone who knows what they're doing on the domestic front. Workers is a national project in itself. Workers, and City Placement seem to be the nemesis of the demogame.

Here's something to note:

Time to clear jungle:

12 turns for an industrial civ.
24 turns for a non-ind. civ (includes foriegn workers).

It's a good thing we're industrious...
 
Another problem we have is the Babylonian Warrior within striking distance or Worker C. OK, they haven't declared war yet, but they could next turn and kill one of our already too few workers. I think we need to either protect this worker or stop work cutting down the jungle and move it to where it can work safely.
 
Let me propose the following:
  • in team A, there is one worker busy mining (2 more turns), the other needs a task: set him to build road, which also needs 2 turns
  • afterwards send 1 worker irrigating 2 tiles from Deux Rivieres towards St. Octaviansburg plus one more N of St. octaviansburg
  • send the 2nd to Vo Mimbre for irrigating the cow, roading the forrest W of the cow and mining and roading the plains tile NW of Vo Mimbre.
  • team B should move south, build road (1 turn), mine (2 turns), build road towards Santa Lucia (stratecic reason), clear jungle, mine afterwards
  • worker C should continue clearing jungle, being protected by the new horseman in Vo Mimbre; he doesn't need support currently, if the growth of Huntington is used to build another worker
  • there is a new worker in Vandelay: he should road the irrigated floodplain, irrigate the roaded floodplain
  • afterwards he should irrigate/road towards either the proposed black or white new settlement location, depending on which is settled first
  • the worker due in 2 turns in Montpellier must mine and road the plains tile; if he just mines a grasland, the +1 shield goes to waste, I suppose; afterwards mine the grasland
  • I suggested Groton and Sanction to switch their production. If this is adopted by the mayors, the worker should mine the bonus grasland, road the bonus grasland and
  • depending on when we want to connect the iron either road and mine or mine and road the iron hill
    [/list=a]
 
tao, on your point e, do you propose to clear the dye tile, or move to a non-dye tile as Chieftess suggests?
 
Originally posted by zorven
tao, on your point e, do you propose to clear the dye tile, or move to a non-dye tile as Chieftess suggests?
It is a trade-off:
  • dyes-tiles have +1 commerce, but are assured to be non-bonus
  • non-dyes tiles may (30% chance?) be bonus tiles and we could use the shield well
    [/list=a]In this case however, I personally would first clear the dye tile SE of Huntington to deprive attacking Babylonians of the 25% defense bonus the jungle would give them.
 
It is now 410 BC. Here is a summary of our workers:

DG4_BC410_Workers.jpg


St. Octaviansburg: This worker is irrigating and has 1 turn left.

Huntington: These 2 workers are clearing jungle and have 1 turn left.

Santa Lucia: These 2 workers (1 slave) are clearing jungle and have 6 turns left. There is one new worker in Santa Lucia.

Deux Rivières: This worker is building a road and will be done in 2 turns.

Vandelay: There is 1 worker under the warrior and is building a road that will be done in 1 turn.



DG4_BC410_Workers2.jpg


Montpellier: This worker is building a mine and has 1 turn left.

Groton: This worker is building a road and will be done in 1 turn.
 
Here is my Worker proposal for the Audiac Province. This map outlines on which areas are good for mining or irrigation. Future maps will contain Icons of mining and irrigation when cities are inplace.

DG4_Terrainzoningmapblank.JPG
 
Let me give you my opinion on workers and worker actions:


Preface:
IMHO the worker is the most important unit. It's actions allow us to grow faster, reach locations fast, make more gold, and produce more. The big penalty is each worker costing the life of one citizen. This is bad since we need to grow.

Therefore it is important to time worker production with city growth by applying micromanagement tactics. Example: city grows next turn, worker next turn: we get a worker and the number of citizens remains the same. If we produce the worker only 1 turn earlier, our population drops which we usually do not want early in the game. (Note: worker production in pop 1 towns is delayed until pop grows to 2. Therefore it is sometimes possible to sqeeze in a "free warrior".)

PS: Settler should be timed likewise. Very important for running a settler factory: The pop growth is computed first. The new citizen produces for this one turn. This often are the 1 or 2 shields necessary to finish the settler this turn. I.e. the turn before the city display may say "Settler:2" and only if you look at the city screen and know this rule you are assured that the settler is done next turn. For this it is best to set the governor to "emphasize production".


Now to the situation at hand:
I posted very detailed instructions for the workers at Vandelay. (I learned by PM that I did not have the authority to do so.)

Regrettably the suggested desert mine for Vandelay was not scheduled. Very bad since vandelay has lots of food but very few shields. It will grow faster than it can produce settlers. Now the worker is accross the river. Very bad. Vandelay will havce to build a worker before the first settler.

Since the worker is across the river, IMHO it should road towards the soon to be founded city and afterwards mine the wheat, then irrigate flood plains.

Sometime ago I suggested roading the Deux Riviere forrest. Now this is in progress but at a very bad timing because Deux Riviere is down to pop 1 and won't work this tile anytime soon.

This worker should mine and road at Vo Mimbre afterwards. Two times, since we need production as we are stuck at pop 6 without an aqueduct.

The Groton worker should next mine and road the bonus grasland W of Sanction, then the bg SW of Groton.
 
CG - that's kind of broad. We'll need 2 mines per every +2 food a city has at size 12 (and late in the game, size 21). Will our floodplain cities have all irragation? If so, that's not too productive. True, I told you in a SG once to never irragate desert, however, when you have floodplains, it's another story. You have extra food. I'd like to see a city plan first, then how would you have the settlers efficiently build roads and irragation, while building roads for new cities?
 
Thank you again tao for your continued efforts here.

Originally posted by tao
Regrettably the suggested desert mine for Vandelay was not scheduled.

You gave two sets of worker instructions that did not reconcile, and thus I didn't start the mine. I apologize for not following your more detailed recommendations; with all the instructions and duties I have during the chat, I overlooked them and followed the steps you had outlined in this thread.

Your instructions as mayor of Vandelay:

4. the new worker in the city goes NE and irrigates tile
5. once NE irrigation is done, work this tile instead of the NW one
6. afterwards the worker goes 1 tile W to tile NW and builds road
7. afterwards the worker goes 2 tiles S to tile SSW and mines desert
8. afterwards worker goes to tile 2NW and irrigates, then builds road

Your instructions here in the worker actions thread:

f. there is a new worker in Vandelay: he should road the irrigated floodplain, irrigate the roaded floodplain
g. afterwards he should irrigate/road towards either the proposed black or white new settlement location, depending on which is settled first

I hope you see where I made the mistake. Hopefully we can recover and continue to make great improvements to the Fanatican countryside!
 
I looked at the save of 250BC and noticed the following:
  • Berry province employs 10 workers plus 1 slave
  • Audiac province employs 1 worker
Since the Berry cities are already relatively well developed, I propose the following:

Move 3 workers from Berry to Audiac resulting in Berry Province keeping 7+1 (+1 nearly completed) and Audiac province having 4 workers (+1 neary completed).

Do the transition smooth. The gang of 3 near Huntington should road the tile they are on and mine the tile with the conscript worker before moving.

If this acceptable, work the Audiac cities as follows:

The Vandelay worker immediately stops the stupid irrigation tasks and builds a mine instead. (I'm sure I argued this before. We have plenty of food, but urgently need shields in this fine city.) Afterwards he goes to Cijam to irrigate the wheat and mine 2 plains afterwards. (Why didn't we irrigate the wheat already instead of the floodplains?)

The new worker created in Cijam roads(1st) and irrigates(2nd) floodplains towards the next city site at the wines.

One worker irrigates and roads N of St. Octaviansburg; afterwards build mine and road NW of St.O or mines the hill. The other 2 road the hill W of St. O and then clear, mine, and road the jungle towards Ravensclaw (it urgently needs shields).

Note that Huntington and Santa Lucia both have 3 good tiles, but are only pop 1. We don't need many more worker turns there now.

PS: I advise to prioritize Groton over Sanction w.r.t. tile improvement. Groton has lower corruption and barracks to convert shields into urgently needed veteran units.
 
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