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Micromanagement Sims/Planning

Nicely done!

One thing: you use both workers to build the mine, finishing it on T35. But we won't use the mine until T38 at the earliest, and we don't need the gold for happiness until T40. We can either split the workers so one farms the corn and one mines, finishing both improvements T37.

We will also need both warriors for settler and worker protection duty on T32.
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Nice plan.
I have to run.
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mostly_harmless Wrote:I must say I am slightly irritated by this constant show of, what, arrogance?
Why would assume for a second that we are the only ones discovering an early happy resources within our 2nd ring when we have all the indication that at least starts have been very similar. And why would you further assume, only we can get the micro right to settle it as early as possible?
My post was not at all intended to come across as arrogant, merely factual. We have pretty much the optimal techs for this start, we're the closest team to Pottery (alongside Apolyton), we're Financial, and we settled on a food resource for the fastest possible opening. Assuming roughly mirrored starts, sure other teams will have similar land and resources... but few (if any) of them will be as fast out of the gate as us. Certainly the non-Financial teams and those with less useful starting techs will have much slower starts. Simple logic based on the information we have, not making any judgments. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Yeah basically we should be naturally ahead in the tech race assuming equal skill/mirrored start due to Fin+starting techs. The gold also happens (by pure luck) to be in an extremely convenient spot for our starting settle location choice.

Agree that 7's version is the best plan proposed so far (so long as Zulu do not find us early, in which case all bets are off)
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A few possible refinements here. This was partly based on the observation that Mansa's Muse didn't need to be developed quite as quickly as it was done in Sullla's plan, and that we had quite a few tiles developed in the capital that weren't worked for quite some time.

The result is a slight gain in commerce, a slight loss in hammers and food, but much better placement of the workers for future chopping.

Micro waves:
Option: 1W of Corn, split workers

Simmed: to T40

Settle: Banana

Tech: Hunting (T8) -> Pottery (T20) -> Mining (T28) -> Bronze Working (T39) -> Animal Husbandry (T43 or so...)

Gold: 100% T33, T39

Adventure One (T0): Worker (T10) -> Warrior (T18) -> Worker (T23) -> Settler (T31) -> Warrior (T37) -> Granary (T40 swap @ 14/60) -> swap Settler

Mansa's Muse (T33): Granary (T38 swap @ 20/60) -> swap Worker (@ 18/60 T40)

Worker 1 (T10): Move W and Farm Corn (T10-T14), Move NE and road (T15), Move E-SE onto deer (T16), camp deer (T17-20), Move SW-SW (T21), Move S and cottage floodplains (T22-24), Move E and cottage floodplains (T25-29), Move NE onto riverside plains hill (T30), Mine plains hill (T31-34), Move NW and cottage (T35-38), Move SW to chop

Worker 2 (T23): Move SE and road (T23), Move SW and cottage floodplains (T24-25), Move NE and finish road (T26), Move NE and cottage grass (T27-30), Move NW (outside borders!) and road (T31-32), Move NE-NE onto gold (T33), Mine gold (T34-37), Move S and farm corn (T38-42)

Settler (T31): Move E-E (T31), Move NE-NE (T32), settle (T33)

Adventure One (T0)
Citizen 1 (T0): plains-forest-hill (T0-T9) -> deer (T10-13) -> Corn (T14-)
Citizen 2 (T15): deer (T15-19) -> Deer camp (T20-T32), floodplains cottage (T33-)
Citizen 3 (T18): plains forest hill (T18-21) -> floodplains (T22-24) -> floodplains cottage (T25-)
Citizen 4 (T34): grassland cottage (T34-)
Citizen 5 (T37): plains mine (T37) -> grassland cottage (T38-)
Citizen 6 (T40): plains mine (T40-)

Mansa's Muse (T33)
Citizen 1 (T33): Deer camp (T33-)
Citizen 2 (T38): Gold mine (T38-)

Pictures:
[Image: ISDG-Sim-T40-split.JPG]
[Image: ISDG-Sim-T40-split-AO.JPG]
[Image: ISDG-Sim-T40-split-MM.JPG]

Comments:
  • Adventure One had to work the mine for one turn while waiting for the last cottage, but it still manages to reach size 6 on T40.
  • Adventure One can't borrow the deer for a few more turns, but still manages to avoid working undeveloped tiles.
  • We have gained a mine at Adventure One.
  • The development at Mansa's Muse is trailing, since the corn won't be finished until T42 - this will delay chopping there.
  • Compared to Sullla's build I'm ahead with a little in GNP, and a mine at Adventure One. I have lost 9F and 3H in in Adventure One.
  • On the other hand, we have a worker at hand at Adventure One that can start chopping. Build settler, whip, overflow to worker or granary that gets the chop?
  • Builds after the settler and in Mansa's Muse are of course very basically placeholders. I chose the same as Sullla for easy comparison purposes.

I think the main benefit of this plan is that we have a worker available in both cities. This comes at the cost of 9F and 3H. Getting a granary a turn earlier might however recoup the entire lost food.

Savegame

And I realised that we pretty much have to name the second city Mansa's Muse: we've used the name so much now, and I doubt the settling of any city has been micro-managed to such a degree before... rolleye
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Can I suggest that all screenshots are reduced to a reasonable resolution (no wider than about 1024 pixels) before being posted in this thread? It's a real pain to view images that are too wide for a regular screen, since you have to waste your time scrolling left and right constantly. Having images more reasonably sized makes for a much more pleasant viewing experience.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Lord Parkin Wrote:Can I suggest that all screenshots are reduced to a reasonable resolution (no wider than about 1024 pixels) before being posted in this thread? It's a real pain to view images that are too wide for a regular screen, since you have to waste your time scrolling left and right constantly. Having images more reasonably sized makes for a much more pleasant viewing experience.

Those screenshots are 1920x1080, which is the default for new monitors. They'd have to be cut in half to fit.

Also in general:
Ctrl+R (resource bubbles) and Ctrl+Y (tile yields) are your friends when taking screenshots. Makes it a lot easier to follow what's what, especially when it's land we haven't seen before or, for example, which floodplain cottages had reached the next level.
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Cyneheard Wrote:Those screenshots are 1920x1080, which is the default for new monitors. They'd have to be cut in half to fit.

Just run in windowed mode.

Darrell
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I notice in Sullla's most recent plan, there is a wasted worker turn and another turn put into a cottage that remains unfinished. This is because both workers pass over the river plains SE of the capital twice - on the way to the FP tiles and back. Two of their actions build a road but the other two are essentially wasted in this plan. Meanwhile the workers are both a turn late to improving the second city.

The wasted turns can be avoided by building a cottage on that river plains tile instead of on the river grassland 1N of it. This allows the workers to start improving the second city the turn it's founded. A drawback of this is that we have a river plains cottage instead of a river grass cottage. However, I believe that whichever one we build first, the other will follow not long after, and in the timeframe of this micro plan, the plains does not, as far as I can tell, impede growth. Plus, we don't even have a granary there anyway (so 1f does not dominate 1h).
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darrelljs Wrote:Just run in windowed mode.

Darrell

[threadjack]
I'm probably not the only one who doesn't care for windowed mode. And that's saying I have to toss half my monitor's real estate instead?
[/threadjack]
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