ICNP
The Third Superpower
What about a test with a workboat start?
great post for newbies here.. the beginning of the game is so important.
seems like everyone agrees, worker first 90% of the time.. then some warriors, then settler/worker..
what about Barracks? didn't see anyone mention putting those up before putting out early military?
great post for newbies here.. the beginning of the game is so important.
seems like everyone agrees, worker first 90% of the time.. then some warriors, then settler/worker..
what about Barracks? didn't see anyone mention putting those up before putting out early military?
I would do worker first as well though there are civs and starts that would require you to tech to be able to do anything. So I can see doing a warrior if you need to tech for the worker to do anything, and I have had starts like that where the Worker had NOTHING to do, not even roads. .
Well, you can always be productive right out of the gate, since you have time to research tecs before the worker is finished.If the worker can be productive right out of the gate.. i go worker first.
If not.. i get a warrior first.
The math isn't the problem, it's the English. English is absolutely terrible at conveying percentages well. I'm pretty sure you're both right:
# of hammers with expansive = 125% of usual
Time to make worker with expansive = 80% of usual
(off topic)Ah, nice. I can dig that.
And how is that not something for the workers to work with?Not always. The worst case is an all-forest start with cows/sheep/pigs as your only food... but you start with, say, fishing/mysticism.
In the case described your worker would be finished before you have the techs you have AH, because you need either hunting or agriculture to get AH. If you research the wheel first then you can build roads, but that misses the point of getting a worker first. You could get mining first, but that won't help you if the hills are forested.And how is that not something for the workers to work with?-What I meant was that you can always research AH/mining/roads while building the worker.
In the case described your worker would be finished before you have the techs you have AH, because you need either hunting or agriculture to get AH. If you research the wheel first then you can build roads, but that misses the point of getting a worker first. You could get mining first, but that won't help you if the hills are forested.
(off topic)
I'm glad that the people on this forum understand that distinction. In Guild Wars, there are a few things that claim "skills recharge 33% faster", but what they really mean is that "recharge times are reduced by 33%". For some skills, the normal description says one thing while the 'concise description' says the other! I've tried to explain the problem as best I can in a couple of different bug reports, but whoever is in charge doesn't seem to understand the difference. One time the response was that it will be fixed in the next patch, but then the next day they revised their response to say that it is working as intended. It's so stupid. Running 50% faster certainly will not reduce your travel time by 50%. It will reduce it by 33%. Can't people understand that?
(sorry. I'm just venting some long-held frustration.)