September 29th, 2013, 08:53
(This post was last modified: September 29th, 2013, 08:56 by DMOC.)
Posts: 1,508
Threads: 6
Joined: Oct 2009
(September 29th, 2013, 07:59)TeddyKGB Wrote: I did forward last e-mails to our team adress.
I was using my main e-mail account (which is connected with our team e-mail) to send msgs. I'll ask team M&M to send mail to dick76dmock e-mail.
Okay, thanks for doing so. I was missing out on these messages since they were sending them to your private email, for some reason. (And it doesn't appear to be connected to our dick76dmoc email since I can't see a way to find those messages.) Also, it's dick76dmoc, not dick76dmock. This way I can contribute in diplomacy and we have 1 full thread of our conversations.  Any ideas on where to go from here? I assume we last sent that message up, so we're awaiting their response.
Meanwhile, what do you think of my proposed plan? I'm looking at it and can see some improvements:
1. After the 2 workers hook up the horses and the wheat, have one worker go up to CM or MIT, and have one of the workers from MIT/CM go up to the 4th city (along with the worker that's there) and/or road to copper. We can leave 1 worker south, so hopefully this gives us: 1 worker at the 4th city (UC Berkeley), 1 worker roading to copper, 1 worker at CM/MIT area, and 1 worker at Stanford area.
2. Once we get horses, MIT grows to size 4 and builds chariots, then finishes up settler. We're still going to get a 5th city by turn 70, which seems like a reasonable expansion rate (judging from other pitboss games here).
A lot of the above would also depend on the location of the 5th city. Right now, I'm looking at the 4th city, UC Berkeley, at the corn/wheat/horses up north, and then the 5th city to be east, towards Care Bears, also up north. The sixth and seventh cities can go to the silver south and west towards Orgynized, in some order.
September 29th, 2013, 15:43
Posts: 772
Threads: 0
Joined: Jul 2012
(September 29th, 2013, 08:53)DMOC Wrote: Okay, thanks for doing so. I was missing out on these messages since they were sending them to your private email, for some reason. (And it doesn't appear to be connected to our dick76dmoc email since I can't see a way to find those messages.) Also, it's dick76dmoc, not dick76dmock. This way I can contribute in diplomacy and we have 1 full thread of our conversations. Any ideas on where to go from here? I assume we last sent that message up, so we're awaiting their response.
Sorry, I'll send e-mails using dick76dmoc from now on.
I want to send M&M almost maximum info on team India. Including screenshots of their land.
I think, team M&M is more interesting ally for us than team India in the long run. We don't have to commit to anything drastc right now, but building cooperation with team M&M looks promissing to me.
I would like to put our EP away from them asap. Or maybe we could send them screenshot with graphs. What you think?
Great work with sim and planning. I'll look into it shortly and hopefully offer some input. Sorry again, was really busy last couple of days.
September 29th, 2013, 16:30
(This post was last modified: September 29th, 2013, 16:31 by TeddyKGB.)
Posts: 772
Threads: 0
Joined: Jul 2012
Sent short e-mail to M&M team (from dick76dmoc):
Quote:Hello,
Here are promissed screenshots from T47. Hope it'll help.
If you need any other screenshots, just ask.
Sorry, I was using my private e-mail for last several msgs to you.
Could you please send all diplo mails to this address in the future?
-TeddyKGB
If I understand correct, last screenshot show that copper is improved for team India.
September 29th, 2013, 16:56
Posts: 772
Threads: 0
Joined: Jul 2012
Some catching up with discussion.
(September 28th, 2013, 11:36)DMOC Wrote: (September 28th, 2013, 04:07)Dhalphir Wrote: city #4 goes where?
to the northern corn/wheat/horses city? that city is a strong production location - two food bonuses, horses, and three hills.
That's what I'm thinking as well, and it also lets us set up a naval city to explore the sea up north.
Our fifth city can go by the copper. It's already in our borders, so we don't need to do so, but we might as well start expanding west anyway.
Our sixth city can probably get the silver, but we need to explore more.
I totally agree with city#4. We need all good food resources asap. And we already have worker on the way.
City#5 could go to copper and double flood plains site. Or it could go in LP's direction near Sheep.
And I'd like to block India at some point and grab a Rice in the process.
Should we ask them to exchange screenshots via diplo? Their scout just reveal some tiles on T47.
September 29th, 2013, 20:36
(This post was last modified: September 29th, 2013, 20:37 by TeddyKGB.)
Posts: 772
Threads: 0
Joined: Jul 2012
What is your plan for warriors movement?
Do you think 1 warrior is enough to fogbust city#3 area for next few turns and our western warrior should go contact LP?
I'm not sure thats a good idea.
Please, let me check some ideas before move any units on T48.
Worker action could be different too.
September 29th, 2013, 23:58
Posts: 772
Threads: 0
Joined: Jul 2012
(September 28th, 2013, 21:31)DMOC Wrote: Some ideas on micromanagement (and a few other things)
I ran another simulation in the hopes of us maintaining a strong position by turn 70. Here's a current proposed plan. Also, see the end of this post for ideas on diplomacy.
Just an FYI: This plan has us with 2 fewer gold than in real game since we don't have another team building SH.
The proposed plan:
<...>
Great job with this sim.
Settler on T56 from CM is very nice move.
Here is slightly different sim.
Workers action different starting from T48.
T48: WoB move to chop into MIT instead roading to city#3. WoE done on T52 in MIT.
T49: WoC roading to city#3 instead mining PH.
Result T56-T60:
Wheat connected on T56 (3 turns faster).
Horses connected on T57 (1 turn slower).
City#4 founded on T58 (1 turn faster) with instant trade route.
First cottage done on T59 (same turn).
I'm not sure we had to rush settler#5, but as you can see its possible to complete it on T60 from MIT.
There was an option in CM micro to delay warrior a bit and get more food instead.
September 30th, 2013, 02:31
(This post was last modified: September 30th, 2013, 06:54 by TeddyKGB.)
Posts: 772
Threads: 0
Joined: Jul 2012
Quote:Hi, in reply to your email, I also think that Care Bears got better resources - their copper is so close to their capitol, while mine is where they can grab it.
We finally agreed with NAP with Care Bears to Turn 80, although they refused not to settle further towards me than half a distance towards my capitol .
I understand Yuufo is an experienced player, he is one of the captains of ISDG French Team, as Maga told me. He also got very powerful combination for rapid expansion IMP + fast workers ...
Talking about experienced players - do you know what Orgynized are up to? I was very surprised by their ultra early Stone hedge - I wonder if they are trying to build any other wonders? And what techs they have?
I have also noticed that Yuufo found confusianism, so I guess he does not have neither Animal Husbandry (I saw mined sheep recently in his capitol) nor Pottery. But I think he does have The Wheel - have you seen any roads or other improvements in his lands? I only saw mines and farms so far.
It is indeed strange that he did not improved his gold yet if he planted a city near to it. Mine gold is worst of all I saw so far - cow is very far away, impossible to have the cow and gold in the first ring . And since Yuufo is so openly declaring that he is going to settle aggressively towards his neighbors, I will probably have to put settling gold on hold and settle towards him instead, too .
--Asterix
Interesting... I need some sleep before reply. Any suggestions?
As for domestic, I think MIT should build Worker(T52) -> Worker(T55) -> Granary or Warrior -> Chariot(T59-T60).
I suggest this turn we move our units as follow:
- Worker B: moves 7 or 4-7 on the forest to start chopping into MIT next turn
- western Warrior moves 9 (and 8 next turn) to spawnbust for city#3 and protect Gold and MIT from SouthWest.
- southern Warrior could be moved on wheat
EDIT: Oh, and our NAP with CareBears expired on T61. Maybe we could ask them to extend it till T70-80?
September 30th, 2013, 07:13
Posts: 772
Threads: 0
Joined: Jul 2012
C&D summary on team CareBears (based on score change mostly).
September 30th, 2013, 11:35
(This post was last modified: September 30th, 2013, 11:40 by DMOC.)
Posts: 1,508
Threads: 6
Joined: Oct 2009
Lots of interesting stuff here! I won't have time to play the turn for a few more hours so you can do it if you're free. Some comments:
1. Thanks for improving the micro plan. It looks slightly better, and I support getting wheat hooked up before horses (assuming we keep fogbusting sufficiently). MIT should be building either a settler or a worker (before we get horses) so it should be one of those ... worker is fine as you suggest, and I've been reconsidering the settler part since by turn 60 we won't have the defense or the workers to support another city. Also, MIT needs to borrow the pigs from the capital for about 5 turns to grow to size 4 and stagnate there for a while, e.g. a chariot pump.
How about this? MIT can be a worker/chariot pump instead of a settler pump as it was in my sim. Then the capital builds another settler at size 6 (i.e. turn 62) and 2-pop whips it, overflows into library. While CM is at size 6 we can give the pigs to MIT for 5 turns.
Any chance we can get a good clear plan laid out?
2. We should definitely try and see if we can help out Asterik. Maybe we can send 3 chariots over to harass Care Bears? Let's stay quiet on an NAP for now.
EDIT: No matter what we do, are we clear on these points?
1. Horses must be hooked up by turn 57, and we should have at least 1 chariot out soon.
2. Carnegie Mellon will whip a settler on turn 55, and put the overflow into a 1-turn granary on turn 56?
3. Have 2 workers improve the horse and wheat in Stanford, then split the workers and send 1 north to MIT/CM area, while the other stays in the southern CM/Stanford area?
4. Turn 49, revolt to slavery.
September 30th, 2013, 11:44
Posts: 1,508
Threads: 6
Joined: Oct 2009
At this stage of the game, it starts becoming harder and harder to do 'general' micromanagement plans, so we can try to run our sims by focusing on individual cities. For our fourth city, for instance, we should figure out what's the fastest way to develop it while (mostly) ignoring the rest of the empire. After its connected, we should ideally have a worker road to the corn, then improve it once it's done, then go to the wheat, then the horse.
Also about Stanford, how do we want to start it?
-Start with workers improving wheat, then horses
-Stanford starts on a warrior, focusing on growth (or production if the 1F3H mine is available) and then builds Granary -> Library afterwards, building chariots in between for emergencies if needed.
|