February 15th, 2013, 19:34
Posts: 2,585
Threads: 43
Joined: Apr 2008
There she is:
February 16th, 2013, 01:27
Posts: 4,813
Threads: 21
Joined: Nov 2009
Good thing I fretted about nothing. Now all we have to do is figure out a worker and city micro plan we can both agree on.
February 16th, 2013, 13:09
Posts: 2,585
Threads: 43
Joined: Apr 2008
Worker 4 (There you Go) finishes just in time to road 1 N of the city and start pasturing (joined by worker 3) as soon as the borders pop. The Pasture will then finish right in time for TYG to work it after growing. Pretty slick.
I want to go granary after settler but Whosit is still coming around to that idea. Until we have a higher happy cap and have more quality tiles to work, I want to make whips efficient as possible. I like settling Queen's Balad next so we can get the furs hooked up ASAP for higher happy cap!
February 16th, 2013, 17:27
(This post was last modified: February 16th, 2013, 17:27 by Whosit.)
Posts: 4,813
Threads: 21
Joined: Nov 2009
I'll have to take a look at the save myself later, but I'm not entirely sure what's happening there....
Well, I'll contact you via e-mail later, I guess. Just haven't had time to play in the sandbox yet today. Looks like you... oh. Wait, I think I was confused by tenses. Carry on! Worker 4 isn't done yet, but will be, right.
Oh, I'll also have to collect C&D info for this turn, too. Can't remember if I got last turn's.... Not that I'm even really looking at it anymore. :|
February 18th, 2013, 20:27
Posts: 4,813
Threads: 21
Joined: Nov 2009
My my, haven't updated. Dazed and I are doing most of our conversing in good ol' google. Basically, trying to figure out worker micro and city efficiency, nothing too exciting. Maybe he'll post the worker micro plan when he finishes....
So, Com founded city 3 a couple turns ago. First to a third, and no one else has one yet. Production city, I bet, and he's already 1st in hammers. Sooo, that's something.
There are more horses. I guess that's good? Wonder if settling on that desert tile is good. If there is seafood to the east... an Organized Lighthouse would make those lakes 3/0/3, not too bad.
Stone is on an island! We'll have to figure out what to do with that.
And, finally, Hinduism. I suspect Commodore, but we'll see.
Anyway, we're hoping to spit out another Settler soon, get a Library in the cap, at least one War Chariot, and then a 5th city for production (south). Then? Who knows....
February 19th, 2013, 00:31
Posts: 2,585
Threads: 43
Joined: Apr 2008
OK, I'm working on our plan moving forward. I didn't have time to run multiple variations because I was creating the micro plan from scratch so, as you'll see, there are already a couple of notes of things that are just plain terrible (a chop that ruins a triple whip) or just need variation (should we build a warrior for MP or not? should we whip QB's granary? etc). I did it all out to T50 (i.e. on T50, not played yet) in our sandbox--which I am annoyed to find out is 45 tiles off the size of the game map. Not sure how that happened since I rolled the map using Seven's script with the same settings. Oh well. I can't redo it all now.
So, this is what I came up with on try number 1:
WTL is unhappy and that was SUPPOSED to be triple whipped on T50, but the silly chop I hadn't planned out well messes that up. It could still be double whippped, of course. I also choose library over settler because I was trying to balance our economy with expansion. I'm also proud that the cottage that started on the map has been worked every turn except 2 in this micro plan which has developed it quite nicely!
Here in the south you can see that City 5 (Guns Town?), will be settled on T50. Whosit, this is already an improvement on what we had talked about on chat earlier today. The warrior build in QB is very tentative but we do need a MP unit for city 5 since I'd rather not use the war chariot that is currently covering the settler. (You can't see him in the screenshot, but he's there)
So, without further ado, how did I do this*:
Note, I need to fix all the GNP/research stuff because it is slightly out of whack with the game itself. We're actually 4 beakers behind in the sandbox as of the current turn. I'm hoping I can fix that with a hamlet or somethign under a city center. I've never done that before but heard people talking about it in the ISDG. My bigger concern will be if the math for our maintenance costs are gonna be perpetually off because of the map size discrepancy.
and worker plan:
Whosit, I'll be sending you the excel document directly. Serdo, I'll include you incase you want to take a look. I know other lurkers can't suggest things, per se, but if you notice any math errors or what-have-you, please let me know.
*If imitation is the highest form of flattery, the kudos to Sullla and the ISDG team since I have learned how to track this stuff through their MM sheet.
February 20th, 2013, 23:23
Posts: 2,585
Threads: 43
Joined: Apr 2008
We've been planning via email mostly, but I just sent Whosit an email with a few thoughts that might be relevant to those who are interested:
Quote:Tomorrow, my goal is to test out what would happen if we pursued CoL through Math and Currency instead of through priesthood. It woudl take longer for sure, but it might turn out to be better for other reasons. I think Currency will help us financially quicker than CoL.
On the other hand, with the current plan, we can tech Sailing in 1T after CoL and use it to build a galley at city 6 so that we can build a city on the stone, which would be 1) nice to hook up and 2) we'd get IC trade routes from it which would be worth +6 gold/turn without currency.
Speaking of cities, I'd like to plant city 6 N of the horses to our West. it would give us access to said stone site AND it could turn out to be a great moai location.
I'd like to plant city 7, 2W of the pigs in our south. It would be an AMAZING National epic city because it would have pigs and fish of it's own and the possibilty to share another pig and corn with Gun City (#5). Everything else is grassland basically so it'd be food happy!
For reference, here's two screenshots from our sandbox so that you can see what we know about our homeland even though we don't see all these tiles (yay for mirrored!)
February 21st, 2013, 15:18
Posts: 2,585
Threads: 43
Joined: Apr 2008
T37 Report
The biggest news of this turn was that we founded Queen's Ballad. The reason we wanted this city for number 3 is that it is the fastest access to a happiness resources available. We'll have the Furs online by T42. Looking around this map, I don't see a lot of happiness resources, sadly. I've seen Fur, Gems, whale and a few calendar resources. We've got no gold, silver, ivory. In other words, we need some religion and/or hereditary rule, not to mention calendar sooner than later. Especially since our plan involves working lots of cottages, our happy cap is going to be too low to work many cottages since this map is so resources rich.
Here's Queen's Ballad:
We're working the forest hill for 2 turns and putting a chop into the work boat which will allow it to complete faster. Then on to granary.
Walk the Line:
The current plan calls for a double whip of the granary next turn. I've learned a lot about granaries this week but I'm still no expert. Not sure if this is a great plan or not but since we're at the happy cap already and the granary will be about half full when we whip, I think it's as good of time as any coming up soon. We are working a plains forest instead of another cottage here, which is not ideal BUT it allows us to complete a settler in exactly four turns later. (Granary will be whipped, overflow in worker, then 4 turns to a settler).
There You Go:
Just hooked up the horses this turn so switched over to working them. That granary will also be whipped in a few turns. With high food and low happy cap, it seems like ideal conditions or whipping, especially since in the current plan we don't have a mine online until T50 and only then because it's bronze! I'm really liking that war chariots are allowing me to feel comfortable not hooking bronze up right away so that cities 3 + 4 can grab happy resources instead!
Overview
Things Happen will be city four and our plan is to tech IW next. Maybe foolish but I've worked out a way to get the gems hooked up just a couple turns after the borders pop. Since there is nothing else that seems more urgent for our current goal of being able to expand and work cottages.
Finally, our lone exploring warrior finds out some new information about the mirrored version of my proposed moai location:
Mixed feelings. Less water means Moai is less effective in one sense, but another hill could let us build it quicker and spice = happiness, eventually. So it's alright to me. Still hoping to find gold somewhere!
February 21st, 2013, 15:56
Posts: 3,680
Threads: 23
Joined: Oct 2012
(February 21st, 2013, 15:18)dazedroyalty Wrote: Things Happen will be city four and our plan is to tech IW next. Maybe foolish but I've worked out a way to get the gems hooked up just a couple turns after the borders pop. Since there is nothing else that seems more urgent for our current goal of being able to expand and work cottages.
If you're casting about for things to research and the conditions are as you say, why not gun it for Monarchy?
February 21st, 2013, 16:05
Posts: 2,585
Threads: 43
Joined: Apr 2008
That's a good question nad I think it's worth considering. I wasn't totally at a loss for what to tech and just picking IW at random. The benefit of IW is that we get +1 happy without having to revolt and we unlock a really strong tile (gems). Also we can research IW (191 beakers) a lot faster than Monarchy (287) plus Meditation (76) and Priesthood (56). That said, it's worth testing out if I can find the time before next turn comes around!
|