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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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Here's my latest experiment:
T1: Found city. Work bonus grassland. Settler moves 1. Start building a worker.
T2: 2F, 2S, Worker irrigates, city switches to working fish.
T3: 5F, 3S
T4: 8F, 4S
T5: 11F, 5S
T6: 14F, 6S, Worker finishes irrigating and moves 1.
T7: 17F, 7S, Worker starts irrigating the cattle.
T8: City grows in population but completes worker. New worker moves 7 onto bonus grassland. City starts a warrior and switches to working a bonus grassland.
T9: 2F, 2S, Second worker starts mining. City switches back to working the fish.
T10: 5F, 3S
T11: 8F, 4S, Border expands and city starts working the cow where irrigation just finished. Worker starts a road.
T12: 12F, 6S
T13: 16F, 8S
T14: Pop 2, warrior complete, start barracks as granary prebuild. Warrior starts exploring, and luxury slider goes to 20%. First worker finishes road and moves to second grassland with shield. City works cattle and fish.
T15: 5F, 2S. First worker starts mine. Second completes mine and starts road.
T16: 10F, 4S
T17: 15F, 6S
T18: Grow to size 3, 10S, Second worker finishes road and moves onto forest by tobacco. Increase luxury slider to 30% and reduce science slider to 50% in preparation for finishing Pottery.
T19: 5F, 14S. Pottery discovered (3100 BC). City switches to granary. Second worker starts chop. Probably research writing at 10%.
T20: 10F, 18S
T21: 15F, 22S. First worker finishes mine and starts road.
T22: Grow to size 4, 28S. Increase luxury slider to 40%.
T23: 5F, 44S (due to chop finishing). Move laborer from fish to forest and increase luxury slider to 50%. (We have to slow down growth or we'll end up growing the same turn our granary finishes - not good. The tile change both slows down growth and speeds up the granary.) The worker starts a mine if the tile is not a bonus grassland; if it is one, it may make more sense to road but not mine the tile and focus on having the worker help get things ready to build another city.
T24: 8F, 52S. Worker finiishes road and moves to a grassland (probably preparing toward founding another city).
T25: 11F, Granary Complete (2800 BC). Switch back to maximum growth mode.
At this point, what happens next depends on whether or not the grassland uncovered by the chop was a bonus one. If it was, we can build 4-turn settlers at our current size (in a 6/8/7/9 shield pattern, taking advantage of auto-allocation to forest tiles on turns the population expands). If not, we can build a third worker before our settler. (We have a mine that will be ready in time for 4-turn settlers if we build a worker first.)
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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It looks like it's probably 80, or at least something very close to that. (Masonry, which is twice the cost, has a research time of 32 turns at five gold per turn, so 80 for Pottery has to be very close if it's not exact.)
Is your calculation of 109 beakers taking into account the need to spend some gold on the luxury slider? Also, gold from goody huts is completely irrelevant to research times unless a civ either has buildings to pay for or goes past its free unit support threshold (which, by the way, Arrian's three warriors and two workers do). You can't go over 100% total science and luxury spending, and with no expenses, there is no need to stay under either even with no gold in the bank.
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ducki
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Also available from AU History 101, which seems to have been promptly updated.
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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