Sorry this is a long post.
Some question i got after reading this thread:
@Rusten,
-You mentioned a 1.7 strength archer killing a Ramesses scout which caused a barbarian warrior to spawn in this tile which subsequently together with the archer took one of our fortified warriors. Did this archer have the necromancer promo or is this a normal game mechanic that i don't know about?
-unhappy at 6 won't affect settler production? I didn't understand this, the unhappy citizen eats 2 food without giving anything in return. Did you mean that even then the settler'd spawn in the same amount of turns with a bit less of overflow or did i miss something else?
-Stop trade with Asoka, was this necessary? Izz was wheoohrn already so the modifier you get here is likely to be forgotten once she's done attacking whoever annoyed her.I see he's willing to trade again so that's a good thing, sometimes they refuse anything for lots of turns.
@silverbullet
- I certainly agree with axe rushing Izzy being too risky all the way.At one point you said she'd have IW soon, strictly speaking that'd make an axe rush a bit more attractive surely?
- I have to reread DanF's thread, is 8 bordering tiles a threshold value making war more likely? Is it in DanF's thread or did you find this out yourself. In any case also regarding the recent discussion about Charlie, tests should be done to to be able to quantisize DanF's findings about for instance the highunitspend modifier. These tests'll take time though.
@Readers
4 workers on 1 forested plot. Indeed this shouldn't be done, it's one too many anyway as a chop is 3 turns. This is obvious for the participants here but i'd like go into it some more for others who may be reading this thread.
I was sloppy in the past in this way too since i'd like to bundle workers to cut down on the micro, it's no problem to bundle as long as the workers can move and begin improving on the same turn. If not even sending 2 workers on a forest'll cost a worker turn. Consider the following example:
2 forests to be chopped.
1. bundle 2 workers , chop cost = 1move 2 chop 1move 1 chop(since 1 worker already began) = 5 turns
2. each worker chops 1 forest = 1 move 3 chop = 4 turns, both workers are free to go on their way so 2 turns are saved.
An easier way to look at this is: both workers lose a turn moving from 1 forested tile to another. This idea can be expanded to a lot of other situations notably chopping of calender resources, these tiles are so important that i like to concentrate workers here. So before Calender make sure the tiles are roaded and chopped, the plantages go up that much faster. There are loads of way to maximize the effectivity of your workforce this way but you have to think/calculate a few moves ahead sometimes.
My take on the current situation:
- I think the swords should be finished since the hammers will be wasted otherwise and we can use them later, every unit's a city taker when using siege. They also provide some security now. But that should imo be the end of military building now.
-After the swords i'd like to build monuments/temples first, courthouses next in the border cities. Since we can't build too much we can build courthouses early in the other cities after granary/lighthouse is done. We have 9 workers on 7 cities now. There's a lot of jungle to be chopped and to compensate for no multipliers buildings i'd like the cities to grow fast and work improved tiles. We'll end up with 8 cities including Harrapan so i think we'll need 16 workers to do this. So 7 still to be built.
- I'm a bit undecided about the 9xp axe. I'd sure try if i could build the necessary culture buildings in Harrapan. I'm still tempted to do it , i plan to switch back to caste since every city has fair production at least, so we can run artists in Hara. Unlocking HE is a huge asset for the proposed beeline to steel. I'll have to watch the city closely each turn and i might misjudge of course. Like some opinions before i start on this.
Future thoughts apart from a steel beeline,
I suggest once cities have run out of useful buildings and the worker count's ok we build research/wealth according to our needs in preference of too much units right now. Once we can build useful upgradeable units like trebs /harchers we'll switch back.
Since we can build hammer multipliers, hammers are more valuable compared to commerce in this game. This suggests we prioritize a trade for MC once it comes up and build forges asap. This is another reason for the large worker force, we 'll probably prioritize guilds, chemistry and caste system. I'd like to get some workshops up asap in all cities once guilds comes in. We can switch building units/building research/wealth with a 25% multiplier according to our needs. Converting production this way is much more attractive than usual not only because the commerce doesn't get multiplied, there are loads of buildings especially the whole oxford combo that we can't build so we don't always have useful things to do.
With a forge a fully modified plain workshop will give us 6.25 beaker/gold (we'll have to mm for rounding down) .Most cottages won't reach that at that time. There is a downside of course, they need 1 food to compensate for the plain cottage. On the other hand they provide flexibility to quickly revert to production for army build up.
After communism and factory/plants these tiles can continue to give us research/wealth when we need it and it'll be multiplied by 2 then without loss of food.
I just see we don't have much plain tiles. workshops on grass tiles ain't so bad either.
The whole research/wealth idea is a bit experimental, i'm not sure if there will really come a good moment to do this pre steel as we'll pre build units/run specialists also. I can imagine btw steel it self could be hard to research with no research multiplier, the rest can be traded/bulbed. After AL i think building research wealth could well be our main source of research/gold since it gets multiplied by 2 while the commerce doesn't.
On the other hand getting up some workshops when the time's right has never hurt me. Unless we go for a heavy whipping style to get the army i think getting some more up than usual is a good idea.