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BigFree

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Acampo, CA
Oct 1999 time: 21:28
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I put together a sim to test this stuff out and using various techniques the best results for our turns and number of worker's seem to be using 4 worker's in the way I have posted them below.
These order's work whether or not you have to cross river's, since we don't have Engineering yet, this is a concern. Especially considering that we should work the river tiles first.
Here's a key to what I did:
Order's
C= a new order of "Clear Jungle"
R= a new order of "Road"
M= a new order of "Mine"
C-IP= a "Clear Jungle" order in-progress.
MA= an order to "Move" to the next tile to be worked.
Example: 2C-IP 2MA, means that 2 workers are in-progress clearing jungle and 2 workers are to be moved ahead to the next tile to be worked.
Worker status= what tiles the workers are on
JT 4/12= A "Jungle Tile" is being cleared and will have 4 out of 12 turns completed towards that task at the end of this turn.
MT 3/3= Same as above, but for a "Mined Tile"
RT 2/2= Same as above, but for a "Roaded Tile"
code:
ORDER'S WORKER STATUS TILE STATUS
Turn: 1 4C 4 ON TILE 1 JT1 4/12
Turn: 2 4C-IP 4 ON TILE 1 JT1 8/12
Turn: 3 4C-IP 4 ON TILE 1 JT1 12/12
Turn: 4 3M 1R 4 ON TILE 1 MT1 3/3 RT1 1/2
Turn: 5 1R 3MA 1 ON TILE 1 3 ON TILE 2 RT1 2/2 TILE 1 FINISHED
Turn: 6 3C 1MA 4 ON TILE 2 JT2 3/12
Turn: 7 3C-IP 1MA 3 ON TILE 2 1 ON TILE 3 JT2 6/12
Turn: 8 1C 3C-IP 3 ON TILE 2 1 ON TILE 3 JT2 9/12 JT3 1/12
Turn: 9 4C-IP 3 ON TILE 2 1 ON TILE 3 JT2 12/12 JT3 2/12
Turn: 10 3M 1C-IP 3 ON TILE 2 1 ON TILE 3 MT2 3/3 JT3 3/12
Turn: 11 2R 1C-IP 1MA 2 ON TILE 2 2 ON TILE 3 RT2 2/2 JT3 4/12 TILE 2 FINISHED
Turn: 12 1C 1C-IP 2MA 4 ON TILE 3 JT3 6/12
Turn: 13 1C 2C-IP 1MA 3 ON TILE 3 1 ON TILE 4 JT3 9/12
Turn: 14 1C 3C-IP 3 ON TILE 3 1 0N TILE 4 JT3 12/12 JT4 1/12
Turn: 15 3M 1C-IP 3 ON TILE 3 1 ON TILE 4 MT3 3/3 JT4 2/12
Turn: 16 2R 1C-IP 1MA 2 ON TILE 3 2 ON TILE 4 RT3 2/2 JT4 3/12 TILE 3 FINISHED
Turn: 17 1C 1C-IP 2MA 4 ON TILE 4 JT4 5/12
Turn: 18 2C 2C-IP 4 ON TILE 4 JT4 9/12
Turn: 19 4C-IP 4 ON TILE 4 JT4 13/12
Turn: 20 3M 1R 4 ON TILE 4 MT4 3/3 RT4 1/2
Turn: 21 1R 3MA 1 ON TILE 4 3 ON TILE 5 RT4 2/2 TILE 4 FINISHED
Turn: 22 3C 1MA 4 ON TILE 5 JT5 3/12
Turn: 23 3C-IP 1MA 3 ON TILE 5 1 ON TILE 6 JT5 6/12
Turn: 24 1C 3C-IP 3 ON TILE 5 1 ON TILE 6 JT5 9/12 JT6 1/12
Turn: 25 4C-IP 3 ON TILE 5 1 ON TILE 6 JT5 12/12 JT6 2/12
Turn: 26 3M 1C-IP 3 ON TILE 5 1 ON TILE 6 MT5 3/3 JT6 3/12
Turn: 27 2R 1C-IP 1MA 2 ON TILE 5 2 ON TILE 6 RT5 2/2 JT6 4/12 TILE 5 FINISHED
Turn: 28 1C 1C-IP 1MA 4 ON TILE 6 JT6 6/12
Turn: 29 1C 2C-IP 1MA 3 ON TILE 6 1 ON TILE 7 JT6 9/12
Turn: 30 1C 3C-IP 3 ON TILE 6 1 ON TILE 7 JT6 12/12 JT7 1/12
Turn: 31 3M 1C-IP 3 ON TILE 6 1 ON TILE 7 MT6 3/3 JT7 2/12
Turn: 32 2R 1C-IP 1MA 2 ON TILE 6 2 ON TILE 7 RT6 2/2 JT7 3/12 TILE 6 FINISHED
Turn: 33 1C 1C-IP 2MA 4 ON TILE 7 JT7 5/12
Turn: 34 2C 2C-IP 4 ON TILE 7 JT7 9/12
Turn: 35 4C-IP 4 ON TILE 7 JT7 13/12
Turn: 36 3M 1R 4 ON TILE 7 MT7 3/3 RT7 1/2
Turn: 37 1R 3MA 1 ON TILE 7 3 0N TILE 8 RT7 2/2 TILE 7 FINISHED
Tiles will cleared, roaded, and mined on turns 5, 11, 16, 21, 27, 32, 37
counting from the turn that 4 workers can begin clearing a tile.
Here's some math to further confuse you. 
4 worker's at 37 turns equals 148 worker turns.
It takes a minumum of 17 worker turns to clear, road, and mine a jungle tile.
So 17 X 7 tiles cleared= 119 Worker turns.
Since some worker turns will be wasted on movement, we'll subtract those from the 148.
4 Worker's moving to 7 jungle tiles= 28 Movements.
So 148-28=120
120 worker turns used on tasks.
Since 119 is the minimum value needed to do the tasks I will divide it by 120 to get the efficientcy rating.
119/120=99.17%
Conclusion:
The jungle tiles were completed with turn spacing between finished tlies like this:
5, 6, 5, 5, 6, 5, 5
I suspect that pattern would continue.
We get a completed tile every 5.33 turns, not including the first tile.
With 4 worker's this was the best I could do; maybe someone else can do better??
I may run some sims based on 3, 5 and 6 worker stacks; but I think with the preliminary numbers I ran on those, we wont get the efficiency that we would get with 4 working on jungle tiles.
9 worker stacks gave very good number's but I didn't look into it too much, maybe at a later time.
Anyways, I hope this can help ET out a little.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:28
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Oh, I agree with clearing first, roading next, of course.
The reason for having to keep the movement part of the equation is that if you are using 2 workers to improve 1 "virgin" jungle tile, you spend 2 worker-turns entering it (unlike with 1 worker, which uses 1 worker-turn only). Entering a new, unimproved jungle tile, is always a 1-turn job for a worker, no matter how you look at it.
Example (clearing 1 jungle tile):
1 worker ... 1x(1t moving, 12t clearing) = 13 worker-turns
2 workers ... 2x (1t moving, 6t clearing) = 14 worker-turns
efficiency: 13 / 14 = 93% (time: 7 / 13 = 54%)
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BigFree

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Acampo, CA
Oct 1999 time: 21:28
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The thing in what you are saying nye, is that you'd have to have a seperate work force working at the same exact pace as the other so as to not have any wasted moves. This would also be neccessary for the tiles to be used as soon as possible by the cities. I tried balancing the amount of workers used to the amount of cleared and ready for use tiles to the number of tiles that our cities can roughly use during a certain time period. There's no use in building too many worker's to clear tiles way ahead of time before they would be used. Tiles to be improved should be used soon after they are completed, esle we have to many workers. Imagine if we could keep pace with the number of tiles used by our Civ with 10 workers, but we had 16 workers instead. Those 60 shields could have went towards a Temple or a Barracks in one or two cities or something else that may be needed like a Galley. Not to say we have too many now, but just keep in mind how many will actually be useful in the here and now and the near future.
If I had a seperate group to gang up on certain tiles, after they had been roaded, the worker's may or may not lose "turns" getting there depending on the situation.
I though about having workers do the clear jungle then road thing, followed by another set of workers who'd use the road network to travel to the task site to either mine or irrigate. But since the tiles we want to work first are river tiles, unless you go completely on one side of the river before crossing over, you'd lose movement points crossing the river. So it became a moot point to try to account for that since I don't think we should only clear on one side of the river. If a tile has been roaded you save one movement point for every unit in a stack you are following it up with that is going to mine or irrigate that tile.
Getting the efficiency up is nice but not neccessarily at the cost of not getting the tiles improved in a timely fashion; for example: there are cities waiting to use those tiles.
So balancing the time in which we need tiles to be ready with the number of turns to get the job job with X number of workers (efficiency ratings go down with more workers) is important.
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Dominae
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E_T's comment is also exactly what I just said, except that I offered way of putting this idea into action.
It's nice to see that we're all on the same page on this one!
The main thing to consider is this: we need to plan for Jungle-clearing now. We do not want to be forced into a situation where we'll need to put 6 Workers on one Jungle tile because some city suddenly has not useful tiles to work. If we plan ahead adequately, we should be able to clear the jungle a lot more efficiently, since we'll know what we will and will not need in terms of improved tiles.
Dominae
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