Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoilers] Victoria of Korea - Mardoc and SevenSpirits

Mardoc Wrote:I'd like to return to making a case for connecting to the railroad, though, and opening borders with someone(s). In just a couple turns, we'll have 12 trade routes that could all be doubled in value. I'm not sure if the better approach is to settle the western wheat and connect to the city, or just divert some workers, but it's going to start adding up. Or, actually, maybe the best connection would be from one of the northern cities, the floodplains or the gold.

You're right, that's a good idea at this point. I think the roaded gold, and the FP city which we should get soon, are really close to the railroad so should be the easiest way to do so. We should probably suggest this idea to a few others, too. Do you want to do that?
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SevenSpirits Wrote:You're right, that's a good idea at this point. I think the roaded gold, and the FP city which we should get soon, are really close to the railroad so should be the easiest way to do so. We should probably suggest this idea to a few others, too. Do you want to do that?

Oh, good point, it won't do any good if no one else does it.

Do you have any preferences for anyone we absolutely should or should not try to include?

I'm trying to figure out the diplomatic situation, but at the moment all I'm aware of is generalized espionage limiting agreements, and a NAP to T100 with GES. I had thought we gave GES a no closing borders deal in exchange for the noncompete on the Hanging Gardens, but I can't find that, so maybe I'm just imagining it.
EitB 25 - Perpentach
Occasional mapmaker

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I don't remember anything else. Maybe we have some tiny cooldown-naps with 1 or 2 others but nothing big. I'll leave the OB negotiations up to you. smile

I played the turn (54) and the micro situation looks good. But let me explain what I did around B/C: Contract could grow this turn by working all farms, so I did that. And that left a cottage unworked. Luckily Blackwood could work it. But then Blackwood starves a bit (fine) and only produces 7 of the 16 necessary hammers for the worker (needs correction next turn). So the plan is to swap the cottage back over to Contract (since it grew) and have Blackwood starve even more by working the 2h silver tile again in its place, for 9h.

The loss of stored food is not a big deal. We can't effectively use it until we've popped the great scientist anyway.

There are two workers near Alert with one cottage to be finished (more wouldn't hurt either I guess). Maybe one of them should head east to the new coastal city, to chop out the first workboat.

Everything else is pretty clear. But one recommendation: cancel the chop order near Contract immediately after giving it, like I did this turn. That way we won't finish the chop by accident before founding the city and re-jiggering the tile ownership.
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SevenSpirits Wrote:Everything else is pretty clear. But one recommendation: cancel the chop order near Contract immediately after giving it, like I did this turn. That way we won't finish the chop by accident before founding the city and re-jiggering the tile ownership.

Sounds good. Except that I don't quite understand this recommendation - I thought worker moves were processed when you hit 'end turn' and were completely cancellable before that.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:Sounds good. Except that I don't quite understand this recommendation - I thought worker moves were processed when you hit 'end turn' and were completely cancellable before that.

Nope, not quite.

If you give a worker an order, he does this turn's work right away, and queues up the rest of it for future turns.

Queued orders get executed when you have no more units left without orders. So for example, if all you have is a worker and a settler, and the worker was told to chop two turns ago, then he won't complete the chop right away. But as soon as you found a city with the settler, suddenly you'll have no units without orders, so he will finish the chop then. Or if that worker was your only unit in the first place, he would finish chopping the moment you open the save.

The cancellable thing is only the next turn's orders.
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Nothing much to report from this turn. Started the Hanging Gardens, accepted Open Borders with Amelia (although eventually we may want to cancel them). Our GNP is much greater than any we have access to on the graphs, and rising faster as well, which should only increase with Currency just came in, and Fishing coming in next turn (should give us trade to Doubleton).
EitB 25 - Perpentach
Occasional mapmaker

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Played the turn! Founded Entry (Clams) and Finesse (Gold/Corn/Sheep), both appropriate named I think. Even with no improvements at size 1, they were approximately neutral to our GNP.

Successfully chopped the monument in Finesse. Now the workers there simply have to finish the corn farm, build a road to the gold and mine the gold. Then, I think, they will connect us to the railroad.

I sent two workers from around Blackwood (one having chopped, and one newly created) north to Contract's soon-to-be-culturally-controlled flood plains to make some cottages. I sent the two workers by Alert over to chop two forests by Entry, to make two workboats. Because overflow for a 20h workboat is capped at 20h, and both chops will finish together, we want there to be zero hammers already in workboats when they do. So for now, Entry is building a granary, and should switch to two workboats on the turn the chops come in.

Finally I started another worker in Blackwood and another settler in Contract. We can whip the settler next turn, and we'll grow back to size 3 at the same time because we have enough food stockpiled already. That settler can claim the floodplains site right before the Hanging Gardens finishes.

Soon, we are going to want to build a couple more warriors. We already have 6 cities to 5 garrisons. lol And we might want to get some NAPs I guess too.
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Growing while building a settler costs two food-hammers.
I have to run.
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novice Wrote:Growing while building a settler costs two food-hammers.

How so?

Edit: Ah, I think I see. Still seems better than not growing though. smile
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SevenSpirits Wrote:How so?

Edit: Ah, I think I see. Still seems better than not growing though. smile

Yes. I just thought I'd mention it because it can mess up your micromanagement. In fact, if the game shows that you have just the required food-hammers to complete the settler, the city will grow, you'll lose two food to the new citizen, and the settler won't complete.
I have to run.
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