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Micromanagement Sims/Planning

Btw. building SoZ instead of Paya in FP on T111 would not "solve" anything, because then the question becomes: who's going to build the Paya on T111? smile
If you know what I mean.
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Agree on finishing the library in ED. We need NE up and running and it will take a little time to build without marble. Otherwise, max out the failgold where it doesn't hamper our growth much. I'm loving this wrinkle to our plan.
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(February 28th, 2013, 16:55)zakalwe Wrote: Btw. building SoZ instead of Paya in FP on T111 would not "solve" anything, because then the question becomes: who's going to build the Paya on T111? smile

lol
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Failgold Economy ftw?
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(March 1st, 2013, 12:18)Sian Wrote: Failgold Economy ftw?

We are certainly doing a better job at maintaining a failgold economy than any of the other teams. lol
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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While we're sitting here wasting time, feel free to look over the micro plans for the next half-dozen or so turns. I've been working on taking us up to the start of our Golden Age, which is nicely timed to begin on Turn 120. Here is the link to the Google Docs spreadsheet:

https://docs.google.com/spreadsheet/ccc?...ring#gid=0

Save stack: http://dl.dropbox.com/u/19563179/ISDG/IS...-saves.zip

Sample T120 Golden Age screenshot:
[Image: ISDG-618s.jpg]

Now you see why I keep all the signs in the sandbox instead of in-game: it looks like a complete mess in any overhead picture. tongue

[Image: ISDG-619s.jpg]

Keep in mind that these Demos include running 6 Scientists apiece in Eastern Dealers and Starfall; our true Food amount is 30 points higher, and without the specialists our GNP is over 600.

Highlights of this plan:

* We finish Swedagon Paya eot 117, we produce our Great Person in Mansa's Muse eot 118, we wait one more turn to accumulate gold (and let Starfall grow a final time to size 8), then trigger the Golden Age on Turn 120.

* Research goes through Civil Service (eot 116), then I have us run one turn of 50% research on Literature on T117. We want Literature immediately so that Horse Feathers can get started on the Heroic Epic as soon as possible. Technically we only need to run 30% research here to finish the tech, but I tend to like the nice even numbers and went for 50% instead. Not sure if that is optimal, I'm sure someone will tell me.

After that, we run 0% science for two turns, which provides enough gold to one-turn research Drama on the first turn of the Golden Age (T120), and then create enough overflow to one-turn Music on the next turn (T121). Assuming that the Great Artist is still there, I'm guessing we want to follow this path, and it's not like Music is even a wasted tech since we need it eventually for Military Tradition. I have not explored past this, but I'm thinking we want Metal Casting next to get started on forges, and Horseback Riding to open up stables/elephants for our barracks cities. Still too early to predict that far ahead.

* One idea that I've been exploring is having Gourmet Menu build Great Lighthouse starting on T114. The Great Lighthouse costs 200 shields with the lighthouse in place, and I was only going to have the city build a marketplace at 150 shields instead. Why not, right? Great Lighthouse is worth a fair amount to us even on this map: we have 5 coastal cities x 2 trade routes each x 2 commerce per route = 20 commerce/turn. Not bad at all. This feels more valuable than a market, so I think we might as well make the effort so long as the wonder is still sitting around. With a worker whip overflow, I believe the Great Lighthouse would complete around T125.

On the other hand, without marble the Great Library really does not feel like a good investment of production. I looked at this, and I think I'd rather the capital just built a market and a forge instead. We can always change our mind if CFC connects that marble or we find one in the deep south somewhere. (Marble would be absolutely amazing for our Golden Age to speed up the Epics and Great Library, I just don't think it will be in the cards. Parthenon is similarly not worth it unless we find marble.)

* Eastern Dealers and Starfall should be able to produce a Great Scientist each without any real problems during the Golden Age. There are no other good candidates though, unfortunately. With the Mausoleum and an extra four turns, I think I could get another Great Person out of Mansa's Muse and its wonders, but it's just not practical with the standard 8t Golden Age length. I was trying to force things with some weird tile arrangements, and it felt way too counterproductive. I think that two Scientists will be enough anyway: one for an Academy in the capital, the other for an Education lightbulb to clear our path and guarantee Liberalism.

* One settler out of Tree Huggers goes to found sooooo's filler city in the north on T117, which I named Cutting Edge due to its need to hack its way out of the jungles. The other spot in the north, the one by the western rice, doesn't have the worker labor to support a settlement at this time. We'll get it a bit later; that spot needs chain irrigation to be worthwhile, which will be in place around roughly T125.

Elsewhere, I produced a settler in the south at Seven Tribes that comes out T120, location for settlement to be determined. Something in the south depending on what we find over the next few turns. The worker moves in that area will almost certainly be rewritten to support that city once we know its location. I also have The Covenant producing either a worker or a settler right before we swap out of Slavery civic; the city runs out of improved tiles if we don't whip it down to size, making a worker or settler essentially free. At this point, I don't know if we'll want to grab another spot in the south or west yet. If we do, we go for the settler, and if not, we'll just take the worker instead. Either will be fine.

* Focal Point and Brick By Brick are going to be building mostly military from this point forward. They'll need forges at some point, hopefully they can get started on that during the Golden Age. They can also get us more missionaries (while we're in Organized Religion, anyway) depending on what we're planning to do with regards to German team.

Anyway, I think it's it for right now. There are some mistakes towards the end of the save stack that I didn't go back over and fix (since I'll have to redo some of this as we figure out more information). Some of the T120 worker moves and city builds are left vague for the same reason. But I do think this will get us through the next few weeks in pretty good shape... unless someone in the fog builds Shwedagon Paya, in which case I will start to cry. cry
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A question for the team. If Mansa's Muse produces a Great Spy or Scientist instead of the expected Prophet, should we wait for the Music Artist to fire off a Golden Age? The Spy could be saved for a later GA or infiltration, and scout CivPlayers in the meantime. The Scientist could bulb something. Of course, there's no guarantee we'll land the Artist.
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Hmm I'm kind of surprised you're planning to use the second scientist to bulb education. Wouldn't it be better to combine him with the music artist for a second golden age? Otherwise you'll end up with the music artist just sitting idly for a long time.

With a second golden age you could research gunpowder and military tradition, then use the taj mahal golden age to switch into theology and build cuirs diets without needing to build any stables. Maybe even switch into US/emancipation at the end of it if you can research democracy fast enough.
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I've looked through all of the sandbox files. It's hard to find too much to quibble with! I kept thinking: Hmm, it would be nice to have a cottage on that tile that box of those two cities could work. And the next turn a cottage had been started on that tile!

I agree with yes to great lighthouse and no to great library.

Seven Tribes does seem to be over-resourced with workers, especially when it whips to make the settler. I do agree that the two workers that in the sandbox are making a cottage on T119 and T120 down there could be better used roading towards our new city in the south. Or, one could start a cottage / farm on the flood plains 3S of adventure one, which presumably the new city could work when it is planted.

I assume worker Q will be clearing and then farming his tile 1W of Simple Life on T120 to irrigate the rice?

The Covenant doesn't really want to be building a settler. I looks like it should be growing into all of those cottages while building a library. Can we do that instead (after finishing its war chariot) and build the settler in Focal Point on T121 (takes 5 turns and that city doesn't grow anyway).

I'd like to see us research HBR to coincide with us finishing Heroic Epic.

We aren't planning to build any catapults - any reason for this?
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I like building The Great Lighthouse.
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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