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Micromanagement Sims/Planning

So that means pretty much giving up on either the Hanging Gardens or Pyramids, then? Not trying to do anything else in the wonder department before the Mausoleum? 9 turns of settler walking is worth landing one of those.
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(November 22nd, 2012, 09:29)T-hawk Wrote: So that means pretty much giving up on either the Hanging Gardens or Pyramids, then? Not trying to do anything else in the wonder department before the Mausoleum?

I guess we could settle city 8 on the stone around T81-82 if we want (using a galley instead of walking). I guess that does not completely overrule those wonders.
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@Sullla Yeah, but I think it makes for a better goal in 15 or 20 turns time than a wonder. T-Hawk noted that we are at our best with a laser focus, but the problem with such a focus is that we easily lose track of other goals and neglect other parts of our empire. Settling goals are better in that regard than wonder goals, however. And the stone-horse location would force our attention to HF for awhile, which is a good thing.
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Under the assumption that the lake does not stretch out a lot on the southern end (does not look like it), the settler from AO can settle the stone site 8 turns after completion (starting at AO).
Founding the spices city needs ~6 turns after completion of the settler in AO, in comparison.

Just to put things into perspective.

The settler for city #7 still needs a few turns before completion, in which we will found Clam City and move the work boat to the southern section of the lake. We will know more then.
Just don't discard the idea of settling those stones and horses soon!

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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A micro thing for T70: move the WB SW-SW into our borders. It will probably save us 1g in unit supply costs. On T71 it can still reach the tile 1S of the wheat.

It's noted in our micro spread sheet now.
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(November 15th, 2012, 15:59)NobleHelium Wrote: WEST IS LEFT AND EAST IS RIGHT OK ITS NOT HARD

wink
I have to run.
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Does anyone have a micro/sim estimate of when we can expect to finish the MoM?
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Hanging Gardens requires Mathematics + Masonry + aqueduct before it can even be started. Remember, there are no Industrious teams in this game and it's likely just as difficult for anyone else to claim an early stone resource. We still haven't even seen Great Wall fall to anyone yet, and that's a vastly cheaper wonder to build. I don't see much danger at all of Hanging Gardens falling to another team in the next dozen turns.

Pyramids would be a different story, but I do not believe we should pursue Pyramids for reasons I've already mentioned. Let someone else invest their production.

I don't see the lure of walking a settler 8-9 turns (or whatever) through the jungles when we could settle high quality locations closer to home. That spot will still be there after we have a chance to tech Sailing and double-whip a galley.
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Great Wall: CFC is the only one with Masonry (T61). Given their fixation on espionage we will probably see it falling to them pretty soon.

(November 22nd, 2012, 22:35)Sullla Wrote: That spot will still be there after we have a chance to tech Sailing and double-whip a galley.
dubious.gif So did we get The Oracle after all? cool

Anyway, lets put this into perspective.
The stone/horses spot sits most likely in the middle between two starting positions. The same as the oasis in the east and the gems in the north. The oasis is going to be settled this turn by CFC. The gems are settled by us in 2 turns.
Sailing would be in around T77, say the galley in T79. Assuming a settler is available we can settle the stone on T82, the earliest this way.
Also note, we are (by map maker design, no doubt) lucky that we can build galley on that lake at all. It will have 20-21 water tiles, so barely above the threshold to allow for naval units. (T-hawk's analysis)

So what is the #7 city spot to be according to the plan?
I assume the spices spot?
Here the spot suggested from Sullla:
[Image: spices1.png]
Its a screenshot from the sandbox, so terrain in the fog (black area) is a bit uncertain.
However there are a couple of suspiciously un-forested tile just in the fog.

I would also put out another suggestion which is to settle on the desert hill.
[Image: spicescomparison.png]
This has the appeal to convert a crappy tile into a city tile with proper yields and it also can share the corn from MM to get off to a fast start.
So the difference would be.
+ faster to settle
+ less mountain and desert hill tiles
+ better defense
+ share tiles with MM
- but also potentially less grassland tiles

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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(November 22nd, 2012, 06:28)kjn Wrote: Sandbox for T69 (note: I haven't given CFC Masonry and Judism here)

Current micro plan. Your mission, should you decide to accept it, is to claim the horses as quickly as possible.

(I think that's a better target than going for some wonder.)

Thanks for the updated sandbox.

Our current micro plan does not capitalize on our increased happy cap from hinduism (and then gems). The next 10 turns should be a period of vertical growth, getting all our good tiles worked again and develop some more. Then power through to Calendar.

We can grow both MM and FP immediately when we come out of Anarchy - I think we should do this. Even with emphasizing max growth we still won't be at our happy cap when gems are hooked up, so we can just keep growing for the next 10 turns. The only exception is HF which lacks developed tiles, so I had it slow-build a worker and then whip another one. It will still be able to whip a galley once Sailing is in.

Here's a save stack:
https://dl.dropbox.com/u/15215428/ISDG1/...%20cap.zip
I have to run.
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