Turn Discussion Thread

Will hiring the scientist cause the settler to come out a turn later? That is potential overflow we are losing out on with the scientist. Plus, hiring 1 scientist 1 turn early won't cause the Great Scientist to come out any sooner: after 16 turns of 2 scientists you'd be at 99/100 instead of 96/100.
 
So It's either +2food&+1Hammer toward the next worker/settler or +3gp? Kinda would like to get started on the GP. Not totally sure the additional overflow will make much difference on turns. Can we test that?

From what I can tell, it makes no difference in the timing of completing the Settler or the GS appearing if we work the Silk or run the Scientist this turn. As pindicator points out, it just slightly alters the number of GPP we have invested the turn before the GS appears. Since I don't think there is overflow for GPP (although I've been wrong before), but there is for the food/hammers from the silk, I'd suggest we work the silk one more turn for this (incremental) benefit.
 
Also: Our galley is done next turn. Where do we want to send our exploring warriors?

Locations reachable in 2 turns are numbered for reference:

Spoiler :
galley.jpg
 
I'm almost certain that gpp do overflow. What we should do though is this:
* Work 1 scientist now while we can
* Work 1 less scientist the turn before we pop the GSci.
The point being that by then we can probably work a cottage rather than just the silly silk tile.

I suggest we send the galley SW. I can't see any use exploring the desert to the north which we're not going to settle, so the further south we take the warriors the better.

My inclination would be to drop one off, then keep sending the galley onwards for a good few turns before dropping off the second. The first one can explore around a bit and finish at our settling spot (unless it finds a more urgent place), while the second can explore a bit further from home.
 
Unload at 5, send one NE and the other SE.

If we do that, the NE one is going to run out of land to explore pretty quickly. I really couldn't be less interested in the desert peninsula hills. When we've got warriors to spare we can look for resources in the desert, but for the moment there must be somewhere better to go.
 
I agree that we should look around at the planned city site, there may be a resource nearby that would warrent a shift in our plans. I'd have the galley move to 4 and unload the first warrior to the SE, then move to 6 to unload NE, that'll spread out the warriors a little more, and give the northern warrior a bit more to explore before returning to defend the settler.

Edit: I guess the same would work with 3 and 5, instead of 4 and 6, that puts the southern warrior a little further south, again expanding the area for the northern warrior to explore.
 
I like grant's idea - and the warrior heading NE from 5 can always stick around for fog-busting for the city like azza suggests; in fact, we probably want that to make sure a barb doesn't delay settling.
 
I dont think GPP do overflow

Azzaman is right according to this article:

"Once a city has reached a specific threshold, a great person will be generated, and the GPP counter of that city will be reset to zero."

But Irgy's idea about working a financial tile when it would be slightly more profitable makes sense to me, so I'm fine with running the scientist now.
 
Azzaman is right according to this article:

"Once a city has reached a specific threshold, a great person will be generated, and the GPP counter of that city will be reset to zero."

But Irgy's idea about working a financial tile when it would be slightly more profitable makes sense to me, so I'm fine with running the scientist now.

So I'm confused now, because I found something in the article that say they do roll over. This is taken a little later in that article, in Section 1, the paragraph below where it talks about Epic & Quick speed modifiers to GPP thresholds. I bolded the relevant part:

Note again that the threshold is civ-wide and the same for all cities, while the GPP counter is individual for each city. For example, you have city A with 80 GPPs and +2 GPPs per turn, and another city B at 99 GPPs and +3 GPPs per turn. So city B will reach the threshold of 100 GPPs next turn. This will produce your first great person, and sets the GPP counter of city B back to 2 (2 excess GPPs are carried over). Additionally, the new threshold for producing a great person is set to 200, so city A, now at 82 GPPs +2 GPPs per turn, will need much longer than before to produce a great person!
 
So I'm confused now, because I found something in the article that say they do roll over. This is taken a little later in that article, in Section 1, the paragraph below where it talks about Epic & Quick speed modifiers to GPP thresholds. I bolded the relevant part:

:confused: OK - I opened a test save where we were a few turns from the GS. The turn before we were at 96 GPP + 6/turn, and after the GS popped we had 2 GPP toward the next GP. So clearly, you are correct. I'm not sure why the article contradicts itself, but whatever. So running the Scientist for the additional turn makes sense.

Edit: I went ahead and ended the last turn.
 
It looks like AlphaShard had to end the turn again. Is that right? If so, this is the second turn where we've had to hit "end turn" twice. I know I ended the turn earlier since it's recorded in the game log on CivStats.
 
I didn't end our current 2000 turn if that's what you mean, I played it but I haven't hit the end turn because I know were still discussing what next to tech. I'll let someone else play THAT turn *heh* Anways I was too tired to do the write up last night but I did follow the Micro plan write up.

Maya however did NOT end there turn.
 
Turn 50 - 2000

Lord Parkin moved to FP to begin cottage, 2nd Fish settled, Galley finished and took two Warriors (I think it was Pallas and Juno), Galley went 2 SW and is sitting 1S of the fish. I'd like to ask if we can move the first Warrior we had to the G spot, I think it would be good to make sure we fogbust the coast to keep Barb Galleys' from showing up and wrecking our fishing boats.

Spoiler :
attachment.php


Voyager moved 2SE, and continued to follow the AMAZON WB:

Spoiler :
attachment.php


Demographics:

Spoiler :
attachment.php


Note I have not finished the Turn so we can have more time to decide our Tech.
 
Why do we still only have a single worker?

Because other things were on the priority list. Mostly we needed to work the fish in Canopus, and build a Library and Galley in Sirius. But worry not! We are building another one soon! Check out the micro plan thread for all the details. And we would welcome more comments on the micro plan. ;)
 
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