Posts: 4,090
Threads: 28
Joined: Jul 2008
Yeah, but I realised I had made a minor error in the plan, the GS isn't generated until T129. We can still whip the galley that turn, though, but with fewer overflow hammers.
Furthermore, I consider that forum views should be fluid in width
April 6th, 2013, 17:47
(This post was last modified: April 6th, 2013, 18:04 by sooooo.)
Posts: 1,404
Threads: 53
Joined: Apr 2006
Just a heads-up that at some time a jungle has grown at Tree Huggers that isn't accounted for in the sandbox saves or the micro spreadsheet. Though it doesn't affect things because the tile 1S can be cottaged instead with no loss of worker turns.
I know this is of negligible importance compared to liberalism and globe micro, but I think this is the best plan for the 4 workers in the far west. I believe that according to the current plan, Brick by Brick is inefficiently being improved too quickly relative to its growth rate. We can get by with the following worker moves, which results in no loss of tiles being worked but we get a quicker road between ditchdigger and our new jungle city:
T124: W builds mine, not road. Other 3 continue with current plan.
T125: W mines. Others continue.
T126: W mines. A goes to tile 1E of ditchdigger.
T127: W finishes mine. A roads. V and C go to same tile as A.
T128: W moves 1SE. A finishes road. V and C move 1SE.
T129: V and C road. A moves to tile 1E of Frozen Jungle. W mines.
T130: A roads. V and C clear jungle. W mines.
T131: W mines. A completes road from Ditchdigger to Frozen Jungle. V and C are free to do whatever is suitable.
Posts: 6,664
Threads: 246
Joined: Aug 2004
That would be a great plan if we needed to get a road over to Ditchdigger quickly. But I don't see any need to do so right now, and that plan has a lot of wasted turns in it. We can move the workers move conservatively, avoid wasting most of those turns moving into jungle, and have the road done slightly later with much less waste. I'm sorry, but I'm not a big fan of those actions as written.
It was also kind of hard to follow along, since the letters here do not match up to the workers in-game. The actual workers over in the far west are A, C, J, and V (W is located elsewhere). I think I managed to figure it out, but it was a little confusing.
Posts: 4,090
Threads: 28
Joined: Jul 2008
(April 6th, 2013, 17:47)sooooo Wrote: I know this is of negligible importance compared to liberalism and globe micro, but I think this is the best plan for the 4 workers in the far west. I believe that according to the current plan, Brick by Brick is inefficiently being improved too quickly relatively to its growth rate. We can get by with the following worker moves, which results in no loss of tiles being worked but we get a quicker road between ditchdigger and our new jungle city:
Our four workers in the far west are A, C, J, and V. W is over by Adventure One. Otherwise I think I agree with the goal of your plan, and to keep Ditchdigger as a whip farm for now.
Furthermore, I consider that forum views should be fluid in width
Posts: 1,404
Threads: 53
Joined: Apr 2006
(April 6th, 2013, 18:07)Sullla Wrote: That would be a great plan if we needed to get a road over to Ditchdigger quickly. But I don't see any need to do so right now, and that plan has a lot of wasted turns in it. We can move the workers move conservatively, avoid wasting most of those turns moving into jungle, and have the road done slightly later with much less waste. I'm sorry, but I'm not a big fan of those actions as written.
It was also kind of hard to follow along, since the letters here do not match up to the workers in-game. The actual workers over in the far west are A, C, J, and V (W is located elsewhere). I think I managed to figure it out, but it was a little confusing.
Sorry about the worker letter confusion.
It has 3 "inefficient" worker turns of extra moving into jungle instead of doing it slower. But remember that often it's speed that's important, not efficiency. Waiting is waste.
The need for a road to ditchdigger isn't really the point. The point is to physically get the workers over to our core cities, and the road is something we may as well do along the way (and this added bonus makes it better to to this than moving them by galley). Getting the road built before we need it is better than building plains mines before we want to work them.
Posts: 13,214
Threads: 25
Joined: Oct 2010
I'd say we should just put those extra turns into jungle chops for later, instead of building the road sooner or building mines quicker than needed.
Posts: 6,664
Threads: 246
Joined: Aug 2004
Look, I've spent about 8 hours working on this over the past few days. I went back and checked the worker micro in that western area again, and we finish a plains hill mine at Brick By Brick all of 2 turns before we start working it. There are no gross inefficiencies in this micro plan. It comes down to what we choose to emphasize, and as I said, I don't want to waste worker turns moving through jungle. I'm not going to feel bad when we're managing 110 population points, and I think exactly one of them is working an unimproved tile for all of one turn right now. I looked over this, and what was suggested doesn't gain us anything, it only does things in a slightly different order. After putting so much time into what we currently have, that's not good enough to start making changes, and go through another round of sandbox savegames.
As I've said before, at some point you simply have to trust me to take care of the minor details. Either that, or someone else start putting in the dozens of hours it takes to micromanage 17 cities, 24 workers, and 100+ population points on literally every single turn of the game.
Posts: 1,404
Threads: 53
Joined: Apr 2006
(April 6th, 2013, 19:43)Sullla Wrote: Look, I've spent about 8 hours working on this over the past few days. I went back and checked the worker micro in that western area again, and we finish a plains hill mine at Brick By Brick all of 2 turns before we start working it. There are no gross inefficiencies in this micro plan. It comes down to what we choose to emphasize, and as I said, I don't want to waste worker turns moving through jungle.
This is because according to the spreadsheet we're roading the hills before we build the mine, which is sensible if you have multiple workers in the area. If you only have one worker, you don't need the roads. So that's worker turns saved right there - roading a route we need instead of a road that will only possibly we useful in a defensive war or when we get to railroad.
Quote: I'm not going to feel bad when we're managing 110 population points, and I think exactly one of them is working an unimproved tile for all of one turn right now. I looked over this, and what was suggested doesn't gain us anything, it only does things in a slightly different order. After putting so much time into what we currently have, that's not good enough to start making changes, and go through another round of sandbox savegames.
As I've said before, at some point you simply have to trust me to take care of the minor details. Either that, or someone else start putting in the dozens of hours it takes to micromanage 17 cities, 24 workers, and 100+ population points on literally every single turn of the game.
I wasn't asking you to feel bad. Look at it from the point of view of someone like me. I see what I believe is an inefficiency of two / three workers that I believe are in the wrong place. Would you prefer me to keep quiet about it or post it here? A minor detail for one person can be not minor for another. And I wasn't supposed to know if you viewed it as "minor" before I posted and you responded.
Quote:Either that, or someone else start putting in the dozens of hours it takes to micromanage 17 cities, 24 workers, and 100+ population points on literally every single turn of the game.
But this is exactly what I was trying to do - help with the micromanagement of two of our cities for the next handful of turns.
April 7th, 2013, 01:23
(This post was last modified: April 7th, 2013, 01:24 by NobleHelium.)
Posts: 13,214
Threads: 25
Joined: Oct 2010
Anything that leads to any sort of improvement is always worth discussing.
April 9th, 2013, 15:15
(This post was last modified: April 9th, 2013, 15:16 by Boldly Going Nowhere.)
Posts: 5,455
Threads: 18
Joined: Jul 2011
More appropriate posting this here, linked from here.
The hypothetical problem of getting the roads hooked up to the marble faster by sending worker help is not going to be very practical. Worker E looks like the best bet. The Germans have a road network running from Wasserburg to Worms, then on to Wilhemshaven. We spend two turns getting to Wasserburg, the rest of the trip is on roads, and Endive would be in position to start a road 1E of Wilhelmshaven on T129. Alternatively, either of workers M & Q could also be in position to begin a road on that same tile on T129.
This is...later than I had hoped we could have a unit in position, so this plan is not going to be terribly helpful, unless we took both workers M & Q. Even then, roads would be incomplete by T131 when we cascade our overflow for Taj the turn after slingshotting Nationalism from Liberalism.
|