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Micromanagement Sims/Planning

Not for nothing, but it takes like 0.5 seconds to resize a screenshot. tongue
I've got some dirt on my shoulder, can you brush it off for me?
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Cyneheard Wrote:[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]

I always resize when I'm taking city screen shots anyway, it only takes a second.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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If you've got a high resolution monitor, by all means use it. Just resize the screenshots before posting them, that's all. Not everyone is logging into this site on a state of the art machine, or even one from the current decade. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I don't really care about screenshot resolution as long as the really wide ones are put in spoiler tags. That's a fine compromise if someone doesn't have the time or imaging software to resize.

Thanks for putting so much time and effort into these sims kjn... but unfortunately, I still don't particularly like the one that you did. Sorry. lol The capital is a turn behind on its settler build, the second city is far too slow in getting its corn tile irrigated, and there are five worker turns (one to move plus four to mine) put into a largely useless plains hill mine. I mean no offense, but I believe that the plan I outlined is a fair bit stronger than this one.

Seven, I have to disagree with your latest solution as well. A grassland cottage is simply more useful than a plains cottage. I'm perfectly willing to trade two wasted worker turns for a grassland cottage over a plains cottage. (I wouldn't even argue that they're wasted... they get us a floodplains cottage connected a turn faster. There's a point at which obsessing over never wasting a worker turn becomes counterproductive.) I would also argue that the two workers should NOT move over to the second city a turn sooner, because they are still doing important tile improvements at the capital. Especially not to go improve a gold tile that the second city won't even be working until it hits size 2!

One minor improvement is that we can indeed avoid sending both workers to the gold tile at the second city, and avoid wasting one worker turn there. Nice catch kjn. nod

Feel free to keep working on this. I think we have more or less the general plan now until Turn 40. I'll probably type this up more formally in Excel when I get home next week.
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A question just to make sure we don't forget: at what turn will we need a warrior in the capital for happiness?
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Sullla Wrote:One minor improvement is that we can indeed avoid sending both workers to the gold tile at the second city, and avoid wasting one worker turn there. Nice catch kjn. nod

There are a few more. One is how the second floodplains tile is improved. We save one worker turn by cottaging it with a single worker, and sending the other one to finish the road on T26. That cottage isn't time critical, since we won't work it until T33 anyway. (This is one of my principles of worker management - worker turns on improving tiles are wasted until the tile is worked.)

In MM we can do things two ways. The first is to split the workers as you say, improving both the corn and the gold T37. The other is to first improve the corn (on T35), giving back the deer to AO on that turn (AO works deer instead of grassland cottage), and then improve the gold on T36-38. That trades a worker turn against foodhammers in the capital (and some cottage-turns).

In either case, MM would work the corn T37, not the deer, so AO can work the deer instead of the FPH.

I'm not sure how the reclaimed worker turn in the southeast can best be combined with the MM micro yet, especially with the need for settler and worker protection.

I imagined we would finish the settler via the whip, anyway, not slowbuild it. FWIW, I think that since we will have AH on T44-45, I think we should aim at having a settler ready to go by that time, so we can choose between going for copper or horses first. We are constrained by both warrior escorts and workers by T40 in the sim.

Ie, I think we should get two more warriors from AO and MM instead of starting the granaries, build our third worker in AO and whip the settler there in some timely combination. I also note that if we grow MM to size four, we can get 4-turn workers out of there (working corn, gold, and 2 plains mines for 15 hpt).
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Sullla Wrote:Seven, I have to disagree with your latest solution as well. A grassland cottage is simply more useful than a plains cottage. I'm perfectly willing to trade two wasted worker turns for a grassland cottage over a plains cottage. (I wouldn't even argue that they're wasted... they get us a floodplains cottage connected a turn faster. There's a point at which obsessing over never wasting a worker turn becomes counterproductive.) I would also argue that the two workers should NOT move over to the second city a turn sooner, because they are still doing important tile improvements at the capital. Especially not to go improve a gold tile that the second city won't even be working until it hits size 2!

They improve the corn 1t faster that way and can move onto their next priorities faster too. I think it's well worth building a plains river cottage before a grass river cottage. But that's because I think we're going to build the other of the two cottages soon too, notably before we finish the granary in the capital. In fact there are advantages to having an extra hammer on one of the tiles we want to work in the early game.
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Hmm... on looking closer at your latest MM I note that you did have a worker positioned to help out in AO, Sullla, and I realised that we'll have to eat a worker turn no matter what in the south, tag-teaming workers or not.

OTOH, by improving the corn before the gold, MM reach size 2 in 4 turns instead of 5, and AO size 6 on T39! Trading a worker turn for two earlier pops is an excellent trade, I think, even if they have to work unimproved tiles. We also finish the warrior in AO on T36 (since we can use the deer).

Compared to Sullla's sim, this is even in commerce, have -6H in the granary in AO but have 15H in the settler already, and in MM there is -2H in the granary. Both cities are ahead in food, 2 or 3 in both MM and AO.

Doing the corn and gold concurrently in MM gives even commerce, trades 3H (raw) in AO for 7F (if I count correctly), trades 1H (raw) for 1F in MM, and gives us a worker turn - one of our workers can start chopping for MM on T39.

I think which is best will depend on what we want to produce in AO after the warrior, and how to produce the settler.
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Did a perfect match with Sullla's MM plan, but going Corn before Gold, ie I've switched builds at the same turns and so on:

AO has 10/32F in the box, produces 12/2 into the settler (due in 8), and has 26H in the granary. Ie, lots more food and production. Citizen 5 is at T36, and Citizen 6 at T39.

MM has 9/24F in the box, produces 4+5 into the worker (18/60, due in 5 but with a chop soon), and has 16/60 in the granary.

Exact tile assignments (ie the deer) can be varied, but I had MM work the Corn on T35 and T36, the Corn and Deer on T37 and then Corn and Gold on T38. There was exactly enough food available then for AO to grow to size 5 on T36 and size 6 T39. We will probably have to adjust the production in AO to take advantage of this in some way.

My verdict: food first is king, and worked improved tiles are the best ones.
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Shoot the Moon Wrote:A question just to make sure we don't forget: at what turn will we need a warrior in the capital for happiness?
It was T24 when we grew to size 5 in my earlier sims; might be slightly faster now that we're hooking up the Deer. (Actually, might be longer if we're going early Settler. I've been a bit out of the loop lately.) smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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