Trystero
Deity
So we still have Bode all to ourselves. I think we'll have to reevaluate our settling priorities. I'll have to test out whether we want 2 macemen right away. We desperately need more workers, but it would be gaining us a free city.
I believe we've started the maceman and ended the turn, but we can still change the build before the turn ends.
If we want to build just infrastructure (i.e., harbor next), we can switch to a harbor. If we build the maceman in Canopus, with some micro (switching from a fish tile to a forested plains hill just before growth) we could whip the maceman in 2-3 turns. If we put the overflow hammers into a worker, Canopus could finish a worker a ~4 turns after that.
This would entail changing the build in Sirius to a harbor, and in Canopus to a maceman before this turn ends. Do we want to do that?
Turn 86:
Lighthouse done in Sirius, start harbor
Granary done in Canopus start Maceman
Turn 87:
Sirius grows to size 7, works forested plains hill (+3 hammers)
hell hound finishes pasture in Vega, starts road
Alpha Centauri finishes Granary, starts worker (6 turns)
Canopus switches from a fish tile to a forested plains hill
Turn 88:
Worker done in Arcturus, start Granary
Cottage done in Sirius, switch from forested plains hill to cottage, caveman1917 moves 1SE to cottage riverside grassland.
Canopus whips maceman for 2 pop, will grow back to size 4 next turn, overflow hammers to worker (4 turns)
If we've already put a turn into the maceman I'd prefer to stick with it a -1 due to unhealthiness isn't as bad as wasted production would be IMO.
That all sounds good to me, but honestly it's probably too risky to go changing everything around at the last minute. Unless someone other than me is particularly keen to switch to a harbour lets just stick with what we're doing.
The harbour trade route bonus isn't nearly as good as you think. The 3 or 4 commerce we're getting from trade routes now is made up of:
1.0 Base Value x ~350% worth of bonuses (foreign, intercontinental, long peace, etc.)
The harbour makes that:
1.0 Base Value x ~400% worth of bonuses.
So basically we'll get ~1 commerce from it. The only reason it's better than an aqueduct is that we get the same 2for 80
rather than 100
.
Just to explain this, what I mean by "risky" is that we're changing things at the last minute, thereby throwing plans into minor disarray. If those plans aren't quite fully thought through yet either way then maybe that isn't such a big deal.