What an energetic little thread.
Chess programming for instance is fascinating, and of course the web is riddled with info about this. The programmes are very clever, and to say they use brute force is unfair, as much work is done in optmizing the analysis. However, they do tend to either follow library positions (opening and end game) or search through a great number of possible sequences, albeit in a very clever way to avoid unnecessary analyses. Coupled with a way of analysing a position numerically, (eg piece count, give marks for passed pawns, take points away for isolated pawns etc etc) quite slow computers can murder people like me at chess.
Many other games are much less amenable to computers, even though they seem straightforward superficially, eg bridge programmes are pretty poor. Civ is probably pretty tough, however, the opening sequence for a worker is not so different from a chess position, and so you would think the computer could optimize much better.
Anyway, on topic, I think the 2 worker turn ~= 1 town turn rule is very impressive as a concept, and certainly emphasizes the importance of making workers do the right things.
I do think all of this discussion assumes there are no roads. Workers do not use up bits of their energy travelling. If they arrive via roads with any movement left they can do a full turns work improving the tile. So if there are roads, stacks are good, as the tile is improved faster.
WOA, would you consider using worker stacks to connect a vital luxury or resource early in the game? For example getting a lux connected a couple of turns early might let you increase your tech rate and get to republic a couple of turns earlier...
Chess programming for instance is fascinating, and of course the web is riddled with info about this. The programmes are very clever, and to say they use brute force is unfair, as much work is done in optmizing the analysis. However, they do tend to either follow library positions (opening and end game) or search through a great number of possible sequences, albeit in a very clever way to avoid unnecessary analyses. Coupled with a way of analysing a position numerically, (eg piece count, give marks for passed pawns, take points away for isolated pawns etc etc) quite slow computers can murder people like me at chess.
Many other games are much less amenable to computers, even though they seem straightforward superficially, eg bridge programmes are pretty poor. Civ is probably pretty tough, however, the opening sequence for a worker is not so different from a chess position, and so you would think the computer could optimize much better.
Anyway, on topic, I think the 2 worker turn ~= 1 town turn rule is very impressive as a concept, and certainly emphasizes the importance of making workers do the right things.
I do think all of this discussion assumes there are no roads. Workers do not use up bits of their energy travelling. If they arrive via roads with any movement left they can do a full turns work improving the tile. So if there are roads, stacks are good, as the tile is improved faster.
WOA, would you consider using worker stacks to connect a vital luxury or resource early in the game? For example getting a lux connected a couple of turns early might let you increase your tech rate and get to republic a couple of turns earlier...