Well, I played around, and my conclusion is
* Work the floodplain
* Switch to silk with 2 turns to growth (still 2 turns to growth)
* Work silk and gold at size 2 (missed only one turn of improved gold)
* Switch back to floodplains (or not) once the workboat is out.
Basically what Trystero said in the first place. The silk is just a sneaky optimisation that gets the workboat out one turn earlier without delaying the growth to 2.
The plains hill faster workboat option does come out slightly ahead in hammers+food, but loses a ton of beakers (~30) to do it, because the fish and gold are improved the same turn and it's still 4 turns before the city can grow.
Either way a chop is of no particular help, the workboat is always done before the chop finishes. I'd prefer to be cottaging the flood plains instead. But that's a whole other story.
On other matters;
* I still think we're more likely to find other teams sooner going anti-clockwise (i.e. north for the moment) than the other way. Sure, we lost half a turn compared to the optimal move, but it's done now, no sense wasting many more by heading the wrong direction entirely just to justify it. I say the 'wrong' direction because there's still a good chance that the land we can see to the east meets up with the land we can see southwest, and we could spend a long time exploring a big bay to the south while never getting very far from where we started.
* When I talk about the health cap, I realise we still gain from growing through it, and that the happiness cap is more restrictive, all I'm saying is that we don't get as much out of it as it may first appear.
* Work the floodplain
* Switch to silk with 2 turns to growth (still 2 turns to growth)
* Work silk and gold at size 2 (missed only one turn of improved gold)
* Switch back to floodplains (or not) once the workboat is out.
Basically what Trystero said in the first place. The silk is just a sneaky optimisation that gets the workboat out one turn earlier without delaying the growth to 2.
The plains hill faster workboat option does come out slightly ahead in hammers+food, but loses a ton of beakers (~30) to do it, because the fish and gold are improved the same turn and it's still 4 turns before the city can grow.
Either way a chop is of no particular help, the workboat is always done before the chop finishes. I'd prefer to be cottaging the flood plains instead. But that's a whole other story.
On other matters;
* I still think we're more likely to find other teams sooner going anti-clockwise (i.e. north for the moment) than the other way. Sure, we lost half a turn compared to the optimal move, but it's done now, no sense wasting many more by heading the wrong direction entirely just to justify it. I say the 'wrong' direction because there's still a good chance that the land we can see to the east meets up with the land we can see southwest, and we could spend a long time exploring a big bay to the south while never getting very far from where we started.
* When I talk about the health cap, I realise we still gain from growing through it, and that the happiness cap is more restrictive, all I'm saying is that we don't get as much out of it as it may first appear.
surplus, allowing up to 6 more cottages to be worked (if my maths is right). 