About worker plans...I must have been thinking something different. Because I was thinking of mining the grassland hill due east of continuum (still within our borders). We could road it if we want but I think we easily finish that chop before the settler comes out, and we have another mine up to work. We don't need a lot of roads right away though since sailing connects the coast. And if we have time to cottage I might even prefer that rather than any roads at all - that grass hill doesn't really HAVE to be roaded right now. I'll also point out that for the purposes of moving out of Continuum the roads are not that urgent either, because we still have the "crossing a river penalty" which means we lose a movement point regardless, until we get later in the tech tree. So roads aren't all that essential and I think the worker can be on a tight movement schedule anyway. I don't see us saving a forest being that crucial and another chop gets settlers + more stuff faster, and generally just better use of the time than building roads.
So the plan I was thinking of:
-worker chops forest he is on
-Moves NorthWest 1 tile to grassland forested hill
-chops, then mines that forested hill
-goes back to a river grassland and cottages
-moves out with the settler
The result being a mined tile ~42 or 43 I think, cottage at 47 or 48 and then the worker moves out with the settler? It is adjustable if we want roads anywhere, and I don't think the second chop comes in to affect Stonehenge anyway though it would maybe affect what we build next going into size 6. Anyway, since this turn it's just finishing a chop iirc I'll look at things and see how the rest of the turn plays out, I'm sure you all are eager to keep going.
Nice work to all Q on our newfound religion as well
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Okay essentially the same as a double post here but didn't want to do so. These are some new thoughts, see updated pictures in the last turn played (33).
Currently, regarding where we are at on the Stonehenge build, it seems like we are sacrificing a couple of turns of growth for one (1) turn on Stonehenge. Now obviously, yes, this makes sense to get the wonder as fast as possible, it's just perhaps worth considering if that gain is worth it. We are at 44

out of 120, and our food is at 4/30

on turn 33. From here...
-making 11

a turn and with a chop adding another twenty, we get Stonehenge after end turn on turn 38. If we switch the unirrigated farmed wheat to a hill for one turn, we get SH at 37. So essentially, the forest chop bringing in 20

only saves us one turn over what just building it would show (turn 39) and two if we give up a little more food.
-Regarding food, if we work the next six turns at +3 food, we get to 22/30

after turn 38, or 16/30 after turn 37 if we build SH then; in either case we grow at the end of 40.
So what's our other alternative - well again I have to stress it would cost a turn on Stonehenge. But I think this becomes really apparent in two turns (we can keep current production just as it is for this turn and the next). At the start of turn 35, we hit:
-66/120

on SH, chop for 86/120
-10/30

to growth
If we make 11 production a turn we see we still have four turns anyway; if we make 12 for one turn then we finish SH on 37. But if we move off of the plains hill, we still finish SH regardless, and instead can grow in just four turns - so at turn 39 we hit both population six and finish Stonehenge at the same time. Then (if we have the worker do another chop, but I don't see why not) we could have a settler out at 45, again a couple of turns sooner.
Again, it's a minor matter, but just looking at the numbers I think we see the principle - we're due to have odd timing/overflow hammers on SH as it stands. If we're okay with letting it go one more turn (not worried about losing it/time lost) then we get a whole lot more food/growth (like 10 more food and hit pop six those couple of turns sooner, plus the odd few commerce).