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Micromanagement Sims/Planning

(February 9th, 2013, 08:27)Nicolae Carpathia Wrote: Last I checked the plan was to settle the ivory 1st ring so our 'henge culture outcompetes their religion. It'll be pretty junk and we'd have to farm absolutely everything, but them's the breaks. I don't want to have to worry about 'phants if we're rushing knights.

If we think that the elephants are in jeopardy, I think that we should at least consider settling on top of the ivory. I'm not saying this is necessarily the best choice, of course.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Updated sandbox as of Sullla's T99 report.

Too tired to come up with any recommendations for unit and worker movements, or further sandboxing work.
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Caledorn for CFC says they're wanting to get roads hooked up to our new city so we can both get routes. Do we have any worker plans to do something like this soon?
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Well, we do have M and O at Starfall, and I think we can use one of them to road towards CFC (the alternative would be G&K from Eastern Gem Dealers, but there are more quality tiles to improve there).

T101: corn farm done
T102: move M&O 2NE+road plains
T103: move M SE+road 1
T104: plains road done
T105: move M NE+road 1
T106: grass road done

I assume they will want to road the horse, and they can probably road the tile SW of the horses as well. So T106 is quite doable without a too large investment. Or we can take a more northerly route, 1E of the stone. Takes one more worker-turn, but makes it easier to get a road Starfall-Eeastern Gem Dealers, that we probably will want anyway.
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Spoke too soon - the corn won't be roaded until T102, and I think we shouldn't use more than the one worker for this operation.

Scooter, did CFC give any preference to the road route? I think the following would be the quickest route from a worker turn standpoint, using the oases as the starting spot:

Road starts 1E of oasis. 1SE-1NE-1NE (or E), and arrives at the tile 1S of horses (1NW of cow).

We can have the tile 1S of the desert hill roaded T106, and the grass tile 1E of the desert hill roaded T108 unless they can do it earlier.
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As I noted in the diplo thread, CFC has two workers S-SE of Eastern Gem Dealer's pigs, so they will manage the road connection by themselves next turn, I think. Roading towards the stone from Starfall is probably helpful, but not the greatest priority, if we have some other stuff for the workers to do.
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I updated the plan.

* Switched around the worker micro near FP a bit to not worry about lost worker turn on the forest hill.
* Redid micro around FFruit/TCovenant area, and in this update worked around the apparently missing worker turn into the plains cottage. Focus is on getting TC going as quickly as possible, so it gets a missionary from FF's overflow which hastens border pop and earns a couple hammers on the granary, and the rice farmed immediately upon border expansion with cow soon to follow.
* Penciled in a settler as the next build in HF, after the missionary.
* Filled in a few miscellaneous things we hadn't made plans for yet.

Plan should now be usable for t100, at least.
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Confirmed that there were only a single worker-turn invested in the plains cottage 1SW of Forbidden Fruit.

Invested cottage-turns are noted in the sandbox.
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FF building a missionary for TC sounds good to me.
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I noticed that we are working the unimproved floodplains (3/0/1) in Brick by Brick instead of the improved plains horses (1/4/1). I assume this is intentional, and I would love if someone could explain how this works out to our favor. I probably never would have even thought to sim the floodplains, just assuming that the horses is a better tile to work.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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