September 22nd, 2013, 06:08
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(September 21st, 2013, 19:35)DMOC Wrote: Option 1: 6->3 population whip for settler
-More warriors
-Faster thirdcity by 2 turns
-Weaker trade network, possibly more forests chopped
Option 2: Workboat size 4
-Fewer warriors
-Better trade network and worker situation
-Slower third city by 2 turns
3rd city is only 1 turn slower for option 2.
Also, worker from capital 6 turnes faster. (Improved GH mine overlapped by all 3 cities on T47).
Capital has more food / bigger size and could work GH mine.
(September 21st, 2013, 19:35)DMOC Wrote: Any ideas? Teddy, you'll know more about the sims than I do. My gut is to prefer the one with the faster settler (The 6->3 whip) but I would be interested in seeing the layout of the empire on turn 50 in both sims. Also, will the placement of our second city matter?
Here screenshots to compare (T51 situation, slavery adopted):
September 22nd, 2013, 06:40
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T39 pictures. Didn't move any units except woA continue mining gold.
Switch EP to CareBears.
Warrior2 -> move 1 and continue to south coast to explore sea food, furs, silver?
Capital micro had to be decide this turn, no rush with 20 hours left tho.
Vicky/India: Turns 28 and 37
Us: Turn 33
Isabella/Inca: Turn 33
Pacal/NA: Turn 36
M&M: Turn 38
GG: Turn 38
Mansa/Zulu: Turn 38
Darius/England: Turn 39
LP whiped 2pop this turn. Settler 5->3 with max overflow into Stonehenge?
Looks like we are not the 1st to work Gold. Sad news, I was hoped we could be.
September 22nd, 2013, 08:31
(This post was last modified: September 22nd, 2013, 08:34 by DMOC.)
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Some thoughts:
-If the settler from the 6->3 whip only comes 1 turn sooner, then I agree in that the other sim is the way to go here. Upon thinking about it, the benefit of the 6->3 sim is getting a third city 1 turn sooner and getting an extra warrior, which is probably not necessary right now. And with a better worker network and larger capital, I think the tradeoff isn't worth it now.
-I actually like mining the capital's second grassland hill, and I probably misplayed it in my sim since all 3 cities can work it, as you say. But we also need workers to immediately hook up the horses ASAP, followed by the wheat. If we're feeling gutsy, we could try improving the wheat first, then the horses.
-One thing we should consider is what do we want the 3rd city to be? It can be a nice secondary commerce city by supporting some of the capital's cottages, and I think down the line we might have it generate perhaps an early GP. (Maybe have that city make a scientist while the capital makes settlers? Also, is a warrior out of there a decent build? If SH is available I suggest building it until we get horses set up, in which case we can swith production to chariots later. Then chariot -> granary -> library?
So I suggest we switch our empire mode to align to your other plan. Do we have a micro plan set up?
---
Speaking of gold, I'm surprised that another team would work one this early as well. We basically optimized getting our second city up and running early (to be size 2) so that we could work the gold as soon as reasonably possible. Ideally, MIT will be able to always work the gold tile from this point forth. MIT will have trouble growing but if we donate the pigs to it, we can get it to size 4 and it can stagnate there while working gold, 2 grass hill mines and 1 cows and just being a pure worker pump.
September 22nd, 2013, 10:00
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I'll reply with details after City vs United match.
Just some sim pictures now. Not optimal MIT, but capital and city#3 close to what I want.
And, Go United!
September 22nd, 2013, 11:16
(This post was last modified: September 22nd, 2013, 11:23 by TeddyKGB.)
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Fuck it, half time and we lose 0-2. Common, United.
Micro for next turns from T39.
Cap(4) works fish+deer+GHmine+(0/3); start worker
MIT(2) works cow+pigs
T40 - war3 done in MIT > start worker; MIT grow size3; MIT takes GHmine instead pigs; Cap works pigs instead GHmine
T41 - GoldMine done; MIT working cow+gold+GHmine
T42 - woA start route gold
T43 - woB done in cap -> move to mine GH; cap start settler
T44 - BW done, slider 0%, start Agri; gold connected(woA)
T45 - slider100%; woC done in MIT -> move to forestPH to chop into cap; MIT start worker; woA -> move to chop into MIT;
T47 - GHmine done
T48 - woB start roading to city#3; chop to MIT done; chop to cap done
T49 - setteler in cap done; woD in MIT done; revolt to slavery
And FML, we lose 0-4 already. Common, guys!
September 22nd, 2013, 12:08
(This post was last modified: September 22nd, 2013, 12:12 by TeddyKGB.)
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GG city. 1-4 final score. Fuck it, there is always a next game.
(September 22nd, 2013, 08:31)DMOC Wrote: Some thoughts:
-If the settler from the 6->3 whip only comes 1 turn sooner, then I agree in that the other sim is the way to go here. Upon thinking about it, the benefit of the 6->3 sim is getting a third city 1 turn sooner and getting an extra warrior, which is probably not necessary right now. And with a better worker network and larger capital, I think the tradeoff isn't worth it now.
-I actually like mining the capital's second grassland hill, and I probably misplayed it in my sim since all 3 cities can work it, as you say. But we also need workers to immediately hook up the horses ASAP, followed by the wheat. If we're feeling gutsy, we could try improving the wheat first, then the horses.
-One thing we should consider is what do we want the 3rd city to be? It can be a nice secondary commerce city by supporting some of the capital's cottages, and I think down the line we might have it generate perhaps an early GP. (Maybe have that city make a scientist while the capital makes settlers? Also, is a warrior out of there a decent build? If SH is available I suggest building it until we get horses set up, in which case we can swith production to chariots later. Then chariot -> granary -> library?
So I suggest we switch our empire mode to align to your other plan. Do we have a micro plan set up?
---
Speaking of gold, I'm surprised that another team would work one this early as well. We basically optimized getting our second city up and running early (to be size 2) so that we could work the gold as soon as reasonably possible. Ideally, MIT will be able to always work the gold tile from this point forth. MIT will have trouble growing but if we donate the pigs to it, we can get it to size 4 and it can stagnate there while working gold, 2 grass hill mines and 1 cows and just being a pure worker pump.
- ok, lets go for woB(T43)>settler(T49) in cap.
- after GHmine done that worker start roadind to Horses
- I agree. We could grow it to size5 and work 3 overlapped cottages, or start GS at size4-5 for fast Academy in cap. I suggest we build granary at size1 (via 1 chop) before charriot or warrior, tho. See my sim above.
As for warrior vs SH, I'd like to have more warriors. They can explore, they can spawnbust and obv they are cheap military police now and after Monarchy. Its not a wasted 15H, imo.
Its only a speculation about city#3 location, before T44 and copper visible. But I like this spot. Its allow us get Horses and riverside Wheat while share 3 cottages with capital. As far I can see, there is no good spot to relocate our capital soon. And city#3 leave us an option to settle on south coast to grab possible seafood or furs or silver.
September 22nd, 2013, 12:18
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For all team members: try to dotmap it now, pls:
September 22nd, 2013, 12:37
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My attempt to dotmap (sorry for poor photoshop skills):
September 22nd, 2013, 12:42
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Had to decide right now:
- move war1 SW or stay on gold.
- move war2 SW from cap.
September 22nd, 2013, 12:43
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Lets name our warriors. Any suggestion?
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