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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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I think we did a pretty good job discussing this turn's moves last turn, so I'll recap the key points and give about an hour for comments before I actually make the moves.
Eastern front:
- Pull back the galleys and load them with three pikes and a MedInf, as described above.
- Move our new galley where it can load next turn and won't be seen.
- Position the new galley where it can load next turn and won't be seen, and move our new EotS pike into loading position.
Western front:
- Move the cats into Arashi with plans to storm Arashi 9-8 next turn if practical. (Vox now has an immortal on that tile in addition to the spear they've been keeping there; with decent cat luck, we can deal with that, but additional troops could mean trouble.)
- Move our uninjured vet MedInfs into Arashi for that operation.
- Wounded units heal where they are.
- Galleys already in position for Inchon scout and move back. Remaining galley moves toward the jumping-off point.
Workers:
- We have five workers in the Monsoon area where we can chop the forest by the city this turn and have three of them build a mine next turn. I'm inclined to go ahead and do that before we do our big worker add to Tempest so we can get Monsoon's growth rate back up a little faster.
- Move two workers from Sandstorm 6 to Sandstorm 8 to build a road to give our WCs more flexibility. Move the third to Hurricane; he and a new worker about to be finished in Sandstorm will be added to Hurricane to replace the pop lost building a settler. (Hurricane will build a pike and then a settler.)
Edit: We may want to leave Tempest at 20 shields per turn for however long we have other useful things for our workers to do. I'm not sure how much incremental value there is to having it produce 1-turn horsemen instead of 1-turn WCs, and I'm hoping we won't need a huge number of additional pikes.
Last edited by nbarclay on 27-05-2003 at 06:42
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Aeson
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orangesoda
Nov 2001 time: 22:28
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Obviously a Worker is worth more than its 1gpt upkeep, but it's upkeep is still a 'loss' to be factored into the overall value. I'm not sure they are worth 5-7gpt (for the duration of the growth they bypass) given how fast we can replace them and the available jobs they can be finishing at this time. By the time it's safe to start improving to the North again we should be able to have a large number of Workers in any case.
If we get a Leader for a FP the Workers are probably best kept around to improve our FP core. Otherwise the production/commerce available from the North is going to be dismal for quite some time regardless of how fast we can improve the terrain.
I don't have a save or scenario to look at anymore, so I'm not completely sure how a size 12 Tempest impacts the other cities. IIRC we use all the Hills in Tempest's radius for it.
In the short term it might make a difference of a turn on a few builds in Arashi. Depends on what we are building though. Unless we are pumping Arashi up with Workers too the smaller size all but elminates the tradeoff.
SS I have no idea about. I was using it as a Worker pump in my scenario, and it was further North with access to 2 bonus Grassland. I think we'll have SS on size 6 for quite a while, which would use 2 FP's, 2 irrigated Deserts, a Mountain, and one of Hurricane's Plains once Hurricane has to back off production. The Mountain SS needs is already mined (though a Mountain on the River works better until Arashi is using 3).
The main effect is on WW and OG, as they don't have access to any hills. In most cases Tempest's lower waste means we're getting better use out of those tiles than we would out on the coast. Certain builds/production levels would be even.
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I'd like to see us have 3 'huge' production cities, and then start another wonder prebuild or start building infrastructure in one city while the other two keep the pressure on Vox. Hurricane would be my first choice for switching from Military, as there might still be time to get the Collosus (doubtful though ), and the Palace should give us enough leeway to make it to Leo's if not.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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quote: Originally posted by Aeson
Was the Grassland we just uncovered by Monsoon with the Forest chop bonus or not? |
Not, unfortunately.
In regard to Tempest, both an irrigated plains and a mountain produce shields, so both get an extra shield in a GA. The irrigated plains would go from 1 to 2, and the mined mountain from 3 to 4. So we'd get the same six shields as a mined plains (3) and a forest (3). Right?
In terms of shield counts, a lot depends on what we do with the shields. The long-term value of building a temple in O.G. (to get to the whale) and courthouses, harbors, and aqueducts in O.G. and Whirlwind is considerable. And right now, Whirlwind nets four shields working the hill but only two working an irrigated desert, so the waste situation does not clearly argue against giving Whirlwind good tiles to work.
With that balanced against the incremental value of horsemen over WCs (and keep in mind that some of our WCs will almost certainly die, making their upgrade costs irrelevant), and with us still having useful things for our workers to do even within our existing borders (we have almost none of the Spinebreakers even roaded, much less mined, and we still have one unimproved hill by Whirlwind), I'm inclined to delay adding workers to Tempest beyond what's needed for 20 shields at least for a while.
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