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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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Ideally, we want our tile development to outpace our city growth. We're not there yet, obviously.
Groups of 3 are ideal for roading and mining. Irrigation, however, is different (4 worker turns to irrigate, but then 3 to road... inefficient just about any way you do it, over 1 worker). This is why, by the way, that I've essentially designated Action Transvestite as "City of Snakes' worker." He will just stay up there, irrigating and roading plains tiles until all of those in CoS's radius are done. Then he may go chop the forest (1,4 from CoS, I believe) or he may go south to assist the city we're building in the desert (Burundy?).
Right now I'm just trying to make sure that no worker turns are wasted, since we have so few. As Izz continues to pump out workers (especially after our main expansion is complete and Izz switches exclusively to workers for a while), we will end up combining them more. We will definitely want teams of 3 eventually to work on the hills in our territory.
The one worker job I don't know off the top of my head is cutting down jungle. I know it's a lot of turns, but I don't remember exactly how many. That's going to use up a lot of worker turns. Therefore, I intend to ignore it as long as we can (in favor of mining/roading grassland tiles until we run out of those), so that we will have lots of workers by the time we tackle the jungle.
The level of MM we have now probably cannot last. I cannot/willnot match what nbarclay did for the Gathering Storm in PTWDemo1 (which is part of the reason he burned out and is now largely inactive). But, in general, try not to start a job that takes 3 worker turns with 2 workers. Do it with 3 or with 1. If it takes 4 turns, don't use 3 guys to do it... stuff like that.
-Arrian
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