Going through the plan right now. Fixed a minor error on T100 in Mansa's Muse's tile assignments.
I'm trying out if we should whip the barracks in Focal Point on T99. It will give 35H (36H if working a plains cottage) of overflow, at the loss of 5hpt for 4t and 1hpt after that, for a net gain of circa 15H while building the wonder, but the loss of some commerce. Yeah, remove another five for T99 with the hammers put into the barracks.
Might be worth it if we think we are in a race and can save a turn that way.
ETA:
Maybe Endive should road the western grass spice on T100 and T101. That way Nuts and Quinoa can join in and chop/plantage from T101. Then cottage the tile 1S of Blue dot, and by then the rice should be claimed by our culture.
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I made a few changes to the plan after playing through the turns initially so the save stack may have some small discrepencies from the written document, which is what should be followed.
It would be really useful for someone to at least look through it for a sanity check. Same with the spreadsheet - though I've already noticed both Sullla and kjn correcting a couple transcription errors, so that's fantastic.
Best would be for someone (even a couple people - the more the merrier) to actually play through the plan and critique it. I know this is a lot of work. (But it's not as much work as it took to make it!)
Finally I just added a few rows to the spreadsheet for us to track our gold and beakers accurately. Given how close we are to teching monarchy at 80% instead of 90% (so close I assume trade routes will make it happen), and that we are building wealth to have enough gold, I think it will be worth our while to pay close attention to differences in-game vs the sim. So if someone plays through the sim, it would be useful to record the gold and beaker numbers in the spreadsheet before hitting enter each turn.
Yeah, if we can drop some wealth builds (at say TH, which makes significant hammers), it'd probably be a good idea. Do we have the correct known tech bonus in the sim? CFC (I think?) just finished teching Monarchy.
(February 4th, 2013, 03:02)kjn Wrote: Going through the plan right now. Fixed a minor error on T100 in Mansa's Muse's tile assignments.
I'm trying out if we should whip the barracks in Focal Point on T99. It will give 35H (36H if working a plains cottage) of overflow, at the loss of 5hpt for 4t and 1hpt after that, for a net gain of circa 15H while building the wonder, but the loss of some commerce. Yeah, remove another five for T99 with the hammers put into the barracks.
Might be worth it if we think we are in a race and can save a turn that way.
I'm not sure if you're saying this will be worth 10, 15, or 20h. Anyway let me post my calculations as the entire plan is not filled out through t107.
t100 we should have 110h into the MoM (including 1 chop which was finished t99 while we were in anarchy). This leaves 340 more hammers to get. We get 187 from 5 more chops, leaving 153 to produce from t101 onward. We make 21h/t, so via natural production we will produce 147h in t101-107, and only be 6h short.
We can make up these 6 hammers quite nicely by whipping a worker on the penultimate turn. This is worth +14h over not whipping the worker in whip overflow, but -1h on the last turn due to not working the plains cottage anymore. In any case +13h is enough to make up the 6 missing hammers, so a t107 date is nicely doable.
To land MoM on t106, we would need to make up 27h. And one problem here is if we whip the barracks, it's a lot more costly to also whip a worker, so I'm not sure it would get us to 27.
An alternate solution for t106 would be to finish the last chops 1t earlier (t105). At this point we've produced 21*5 = 105h of the 153, so we only need 48h more. Since we have at least 6 pop we can do a 3-pop whip which is worth 56h given the wonder whip penalty. Doing this costs us 45h of raw production due to whipping 3 pop (90h raw) for half value.
Personally I prefer to t107 plan. It also works out more nicely for our workers.
Quote:Maybe Endive should road the western grass spice on T100 and T101. That way Nuts and Quinoa can join in and chop/plantage from T101. Then cottage the tile 1S of Blue dot, and by then the rice should be claimed by our culture.
I don't know if you saw it but I originally had written "?road/chop?" for Endive instead of the current "chop 1". The reason I decided on chopping instead is it allowed N and Q to finish a cottage in time for it to be worked. If we don't use them for this, FFruit runs out of workable tiles (barring other changes of course).
P.S. Regarding the save stack, remember we have a long-standing issue with the sandbox: MoM is missing 6h and the library has 6h extra. So that's why the saves are behind the spreadsheet in MoM-hammers.
(February 4th, 2013, 03:34)SevenSpirits Wrote: I'm not sure if you're saying this will be worth 10, 15, or 20h. Anyway let me post my calculations as the entire plan is not filled out through t107.
Something between 10H and 15H. Not sure about the exact value. All this should be base hammers, so not multiplied with the OR bonus.
Ie, we can either whip the barracks T99 or a worker T106. The latter gives more commerce, though, so I think that's superior.
Agree that the T107 plan is better.
Quote:I don't know if you saw it but I originally had written "?road/chop?" for Endive instead of the current "chop 1". The reason I decided on chopping instead is it allowed N and Q to finish a cottage in time for it to be worked. If we don't use them for this, FFruit runs out of workable tiles (barring other changes of course).
Ok. I assume you're thinking about the grassland 1W of Forbidden Fruit (shared with Mansa's Muse)? Yeah, it's not like the western grass spice needs a road. Then chop and part-cottage the tile 1S of Blue dot, and on to the rice. That should work out quite nicely.
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ISDG-sandbox BC-0500 - the start of turn 95
ISDG-sandbox-turnend BC-0500 - the end of turn 95, as per Sullla's play
ISDG-sandbox BC-0475 - end of turn 96
ISDG-sandbox turnstart BC-0450 - start of turn 97, with the extra 3H in FP removed
ISDG-sandbox BC-0450 - end of turn 97
ISDG-sandbox BC-0425 - end of turn 98
These files contains the following fixes compared to earlier sandboxes:
1. CFC and CivPlayers has Monarchy tech as of all files.
2. The first three files (0500 to 0475) has a stone placed under the grass cottages of FP, and a railroad under the copper. This makes up for the missing 6H in MoM (we will have to compensate the extra 6H in the library later).
3. All revealed tiles updated as per T96.
This should make it possible to finish Monarchy at 100% on T97 and 80% on T98, ie much less need for wealth builds.
I recommend that all further sandboxing efforts use ISDG-sandbox turnstart BC-0450 as the starting point. The turn has been rolled and the WB fixes done, but nothing else.
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Started looking at the sandbox and micro plans. Good work. I didn't quite appreciate how immense our empire has become, major kudos to both our simmers and turnplayer for keeping track of it all! We have 16 workers, for crying out loud.
Anyway, a suggestion for turn 97:
Workers M and O are 1N of Starfall's corn, and are waiting for the city to be settled before they can farm it. They're scheduled to road the corn this turn. My suggestion is to chop the forest N-NW of the corn instead, into FP. (This means finishing the chop on t98 before settling Starfall.) That's 16 hammers towards the MoM, possibly enough to speed up MoM to t106? And it won't delay Starfall's corn.
That's as far as I've gotten with verifying the micro plan... The rest looks good so far though.
My bad, I was using the t95 sandbox so I'd assumed it would feature CFC having monarchy. I really should have checked.
Pretty nice news though! So ok, we will definitely be able to take out about 20h of wealth builds. kjn, thank you very much for the sandbox fix and filling in gold/beaker details in the spreadsheet.
(February 4th, 2013, 06:52)novice Wrote: Anyway, a suggestion for turn 97:
Workers M and O are 1N of Starfall's corn, and are waiting for the city to be settled before they can farm it. They're scheduled to road the corn this turn. My suggestion is to chop the forest N-NW of the corn instead, into FP. (This means finishing the chop on t98 before settling Starfall.) That's 16 hammers towards the MoM, possibly enough to speed up MoM to t106? And it won't delay Starfall's corn.
That's as far as I've gotten with verifying the micro plan... The rest looks good so far though.
I am pretty sure that does cut a turn off MoM, using the (best already) worker whip plan. So, t106! Cost is effectively 14h from the forest which would have been worth 30 if we waited. Also we are moving hammers from Starfall to FP. Also, I expect us to lose a worker turn since there is less time to chop the FP forests if we are a turn faster.