Post by FriedrichPsitalon on Feb 11, 2004 21:35:13 GMT -5
Greatness comes from a lot of work(ers)
Infrastructure. One word, containing in its meaning the most vital concept of civilization. Infrastructure. The engine which drives war machines, or the funding which drives your research. Infrastructure – the greatest warmonger is hopeless without it, and the best builder builds nothing without it. Underlying everything, the one core skill – the one that is so rarely talked about, but implicitly understood to be what separates the best from the next tier and so on – the skill that brings you those troops, that gains you your technologies, spawns your cities: your development of your infrastructure – your use of workers. The greatest strategist who fails to understand how best to use his workers will come to nothing, and the most brilliant warmonger who does not know that infrastructure is the engine of his war machine will never comes to greatness. Too often and too soon do many players relegate their workers to the AI (if they ever bother to guide them by hand at all!) and here lies the ultimate secret of the masters – the greatest skill of the best players: what they do with their workers and towns that you do not!
General Rules of Thumb
In order to become truly skilled in the use of workers, it is important to understand one of the fundamental rules of “Ancient Start” play, and Despotic governments in general: whenever you gain three or more of a type of income from a tile, one is removed. Thus, if you gain two shields from a square, you will see and use both. If you gain three, however, the third shield is removed – you do not see it even existing! Many players do not realize this because they do not see it; it does not show up as corruption – it simply does not show up at all! A mined hill in despotism will show 1 food, 2 shields if you were to examine it under a Despotic government, but doing nothing else except changing your government will cause that same hill to show 1 food, 3 shields. This is a fundamental concept that many players in Ancient Start games fail to grasp. The two places this shows most readily in the ancient start game are in grassland tiles that receive irrigation, and hill/mountain tiles that are mined. For example, one of the most common mistakes that I have seen made in the ancient era is the irrigation of a normal (or bonus – the kind that produce 2 food 1 shield) grassland tile. This raises the food produced on the tile from 2 to 3, but because of Despotic government, it drops back down to 2 – meaning the irrigation HAS NO EFFECT! Let’s examine, case by case, each kind of land with and without bonuses, and note what could and should be done with each.
Grassland
Regular grassland provides two food – or, if a bonus grassland, 2 food and 1 shield. In a Despotic government, grassland without a bonus such as wheat, game, or cows should never be irrigated – it has no effect other than to waste the time of the worker in question. Mining these squares grants the square 1 extra shield per turn – making it 2/1 in the case of regular grassland, or 2/2 in the case of bonus grassland. The largest portion of the time, grassland should be mined – certainly when in Despotism.
Grassland with game (only possible after a forest chop) or wheat normally produces 4 food, since wheat gives 2 extra food, but Despotism reduces this 4-food tile to 3 food. Irrigating it will allow you – in Despotism – to get back up to 4 food, but many players prefer to mine that tile. The reason for this is that during a Golden Age, a tile that produces 1 shield will produce 2 – but a tile that produces 0 will continue to produce 0, wasting the Golden Age’s effect. Whenever possible, you want every square to be producing at least 1 shield. Grassland with a cow would normally produce 5 food, but is reduced in Despotism to 4. Once again, see above – mining is probably a better option. (There are rare exceptions to the “mine grass-wheat and grass-cow” rules; special cases are addressed below under “Other uses for workers.”)
Disclaimer: There is a school of thought which argues that you should irrigate the above examples of grassland/game/wheat/cows. The idea is that you should irrigate these to get the maximum food incoming to your city, get it up to maximum size (6 or 12) and by growing more quickly, you end up netting more shields by sacrificing some early on for more growth, but benefiting with more citizens to give you more worked tiles later. Typically, this method also involves changing the irrigation to mining at a later date, but I feel that in MP, you can’t afford to waste time by hitting the same square twice, and early production is important to protect against the Dagger-type players.
Plains
A plains square on its own gives 1 food and 1 shield, offering a player a few different options, depending on what the other tiles around the city look like. Cities that have a great deal of food coming in ( multiple tiles of floodplain/wheat, grassland/cow, for example) should probably mine plains, but under most circumstances, you should irrigate plains. The reason for this is that in order for a city to keep growing, you need to have at least 2 food coming in from every tile – a city will stop growing after a certain point if it begins working 1-food tiles. (This is why a city in desert doesn’t cease to exist – the city square still produces 2 food.) If you have a square producing 3 food, you can afford to use a tile producing 1 food, like a mined plains, or a forest. If you have a square producing 4 food, you can afford to use a tile producing 0 food, or two tiles producing 1 food, and so on. In most circumstances, you will have grassland tiles, which produce 2 food – requiring you to irrigate your plains. Still, this is not an unhappy condition; irrigation is a fast worker action, and doing so gives you a square that produces 2 food and 1 shield – ideal for a Golden Age, where it will become a 2/2 tile. (Mined bonus grasslands, producing 2 food/2 shields normally, still will only produce 2 shields in a Golden Age, since Despotism steals the bonus shield.)
Plains with wheat are a little trickier. A plains square with wheat in Despotism APPEARS to be 2/1, but we know that it is actually (3-1)/1. The wheat, giving 2 food, actually makes the plains square a total of 3 food, but the cruelty of Despotism lowers it to 2. Irrigating it moves it up to 4 food – meaning you will see 3. Mining it moves it up to 2 shields, making it a 2/2 square. Here we have to make a decision – do we want a 3food/1shield square, or a 2food/2shield square? The answer is difficult and refers back to what we discussed above. With a 3 food 1 shield square (irrigated plains-wheat), you can then work another square that only gives 1 food – like a plains with a mine, or a hill with or without a mine. That totals, for the two tiles, 4 food (3+1) and 3 shields (1+2). With the 2 food/2 shield square (mined plains wheat), you need to work another 2 food square – meaning, most likely, a grassland with a mine or an irrigated planes. This totals 4 food (2+2) and 3 shields again (2+1) ! It would appear that the two are relatively equal in what you get for your work. The difference – and the answer to this puzzle – is in the time it takes to create each. Irrigation is quicker than mining, and with an irrigated plains-wheat and a mined plains or hill, you have your workers moving on to other tasks more quickly than if you mine the plains-wheat, and then mine another 2-food square. This may seem confusing, so to put it in simpler terms: It is always faster to get an irrigated tile than a mined tile, so when both combined with other tiles give you the same result for a city – irrigate! (Or the simplest possible rule: unless you have irrigated floodplains or irrigated wheat/cow grassland, always irrigate plains.)
Plains with cows are a no-brainer; these should always be irrigated in Despotism. This is because the cow gives 2 food and 1 production, making plains-cow a 3food 2 shield square (which, in Despotism, will appear 2/2.) Thus irrigating the square makes it 4 food (appears 3) while mining it would result in only 3 shields (appears 2) which makes no change at all in Despotism.
Hills, floodplains, and mountains are also no-brainers; there is only one choice as to how to improve these squares. Typically, mining hills and mountains should be a relatively low priority – it takes a very long time, and the benefit will still be dropped down to 2 shields by the Despotic penalty. Irrigating a floodplain, which makes this 3 food (appears to be 2) tile into a 4 food (appears to be 3) tile isn’t a bad choice, but again, should be lower priority – since 3 food and no production is not always desirable – except possibly for worker factories.
Tundra on its own is useless – 1 food, 0 shields. Mined, it becomes 1/1, and even with a railroad it is still only a 1 food 2 shield tile… so why bother mining it at all? Planting a forest makes it a 1 food 2 shield tile to begin with.
Infrastructure. One word, containing in its meaning the most vital concept of civilization. Infrastructure. The engine which drives war machines, or the funding which drives your research. Infrastructure – the greatest warmonger is hopeless without it, and the best builder builds nothing without it. Underlying everything, the one core skill – the one that is so rarely talked about, but implicitly understood to be what separates the best from the next tier and so on – the skill that brings you those troops, that gains you your technologies, spawns your cities: your development of your infrastructure – your use of workers. The greatest strategist who fails to understand how best to use his workers will come to nothing, and the most brilliant warmonger who does not know that infrastructure is the engine of his war machine will never comes to greatness. Too often and too soon do many players relegate their workers to the AI (if they ever bother to guide them by hand at all!) and here lies the ultimate secret of the masters – the greatest skill of the best players: what they do with their workers and towns that you do not!
General Rules of Thumb
In order to become truly skilled in the use of workers, it is important to understand one of the fundamental rules of “Ancient Start” play, and Despotic governments in general: whenever you gain three or more of a type of income from a tile, one is removed. Thus, if you gain two shields from a square, you will see and use both. If you gain three, however, the third shield is removed – you do not see it even existing! Many players do not realize this because they do not see it; it does not show up as corruption – it simply does not show up at all! A mined hill in despotism will show 1 food, 2 shields if you were to examine it under a Despotic government, but doing nothing else except changing your government will cause that same hill to show 1 food, 3 shields. This is a fundamental concept that many players in Ancient Start games fail to grasp. The two places this shows most readily in the ancient start game are in grassland tiles that receive irrigation, and hill/mountain tiles that are mined. For example, one of the most common mistakes that I have seen made in the ancient era is the irrigation of a normal (or bonus – the kind that produce 2 food 1 shield) grassland tile. This raises the food produced on the tile from 2 to 3, but because of Despotic government, it drops back down to 2 – meaning the irrigation HAS NO EFFECT! Let’s examine, case by case, each kind of land with and without bonuses, and note what could and should be done with each.
Grassland
Regular grassland provides two food – or, if a bonus grassland, 2 food and 1 shield. In a Despotic government, grassland without a bonus such as wheat, game, or cows should never be irrigated – it has no effect other than to waste the time of the worker in question. Mining these squares grants the square 1 extra shield per turn – making it 2/1 in the case of regular grassland, or 2/2 in the case of bonus grassland. The largest portion of the time, grassland should be mined – certainly when in Despotism.
Grassland with game (only possible after a forest chop) or wheat normally produces 4 food, since wheat gives 2 extra food, but Despotism reduces this 4-food tile to 3 food. Irrigating it will allow you – in Despotism – to get back up to 4 food, but many players prefer to mine that tile. The reason for this is that during a Golden Age, a tile that produces 1 shield will produce 2 – but a tile that produces 0 will continue to produce 0, wasting the Golden Age’s effect. Whenever possible, you want every square to be producing at least 1 shield. Grassland with a cow would normally produce 5 food, but is reduced in Despotism to 4. Once again, see above – mining is probably a better option. (There are rare exceptions to the “mine grass-wheat and grass-cow” rules; special cases are addressed below under “Other uses for workers.”)
Disclaimer: There is a school of thought which argues that you should irrigate the above examples of grassland/game/wheat/cows. The idea is that you should irrigate these to get the maximum food incoming to your city, get it up to maximum size (6 or 12) and by growing more quickly, you end up netting more shields by sacrificing some early on for more growth, but benefiting with more citizens to give you more worked tiles later. Typically, this method also involves changing the irrigation to mining at a later date, but I feel that in MP, you can’t afford to waste time by hitting the same square twice, and early production is important to protect against the Dagger-type players.
Plains
A plains square on its own gives 1 food and 1 shield, offering a player a few different options, depending on what the other tiles around the city look like. Cities that have a great deal of food coming in ( multiple tiles of floodplain/wheat, grassland/cow, for example) should probably mine plains, but under most circumstances, you should irrigate plains. The reason for this is that in order for a city to keep growing, you need to have at least 2 food coming in from every tile – a city will stop growing after a certain point if it begins working 1-food tiles. (This is why a city in desert doesn’t cease to exist – the city square still produces 2 food.) If you have a square producing 3 food, you can afford to use a tile producing 1 food, like a mined plains, or a forest. If you have a square producing 4 food, you can afford to use a tile producing 0 food, or two tiles producing 1 food, and so on. In most circumstances, you will have grassland tiles, which produce 2 food – requiring you to irrigate your plains. Still, this is not an unhappy condition; irrigation is a fast worker action, and doing so gives you a square that produces 2 food and 1 shield – ideal for a Golden Age, where it will become a 2/2 tile. (Mined bonus grasslands, producing 2 food/2 shields normally, still will only produce 2 shields in a Golden Age, since Despotism steals the bonus shield.)
Plains with wheat are a little trickier. A plains square with wheat in Despotism APPEARS to be 2/1, but we know that it is actually (3-1)/1. The wheat, giving 2 food, actually makes the plains square a total of 3 food, but the cruelty of Despotism lowers it to 2. Irrigating it moves it up to 4 food – meaning you will see 3. Mining it moves it up to 2 shields, making it a 2/2 square. Here we have to make a decision – do we want a 3food/1shield square, or a 2food/2shield square? The answer is difficult and refers back to what we discussed above. With a 3 food 1 shield square (irrigated plains-wheat), you can then work another square that only gives 1 food – like a plains with a mine, or a hill with or without a mine. That totals, for the two tiles, 4 food (3+1) and 3 shields (1+2). With the 2 food/2 shield square (mined plains wheat), you need to work another 2 food square – meaning, most likely, a grassland with a mine or an irrigated planes. This totals 4 food (2+2) and 3 shields again (2+1) ! It would appear that the two are relatively equal in what you get for your work. The difference – and the answer to this puzzle – is in the time it takes to create each. Irrigation is quicker than mining, and with an irrigated plains-wheat and a mined plains or hill, you have your workers moving on to other tasks more quickly than if you mine the plains-wheat, and then mine another 2-food square. This may seem confusing, so to put it in simpler terms: It is always faster to get an irrigated tile than a mined tile, so when both combined with other tiles give you the same result for a city – irrigate! (Or the simplest possible rule: unless you have irrigated floodplains or irrigated wheat/cow grassland, always irrigate plains.)
Plains with cows are a no-brainer; these should always be irrigated in Despotism. This is because the cow gives 2 food and 1 production, making plains-cow a 3food 2 shield square (which, in Despotism, will appear 2/2.) Thus irrigating the square makes it 4 food (appears 3) while mining it would result in only 3 shields (appears 2) which makes no change at all in Despotism.
Hills, floodplains, and mountains are also no-brainers; there is only one choice as to how to improve these squares. Typically, mining hills and mountains should be a relatively low priority – it takes a very long time, and the benefit will still be dropped down to 2 shields by the Despotic penalty. Irrigating a floodplain, which makes this 3 food (appears to be 2) tile into a 4 food (appears to be 3) tile isn’t a bad choice, but again, should be lower priority – since 3 food and no production is not always desirable – except possibly for worker factories.
Tundra on its own is useless – 1 food, 0 shields. Mined, it becomes 1/1, and even with a railroad it is still only a 1 food 2 shield tile… so why bother mining it at all? Planting a forest makes it a 1 food 2 shield tile to begin with.