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Micromanagement Sims/Planning

(November 23rd, 2012, 03:57)novice Wrote: 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.

Agreed on the need for growth. I used that for FP, but didn't have the opportunity to get the timings for the growths on T77 right. I think Sailing -> Calendar -> Currency can be a good tech path from here on, especially if we can get trade routes with the Germans soon.

Quote: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.

I have documented the savestack, as "Novice T69 revolt". I think we can optimise the research a bit - I think T70 is a good turn to run gold - and maybe get IW in 1t earlier, and I also think we should run a priest in MM instead of the PH mine, but that's minor. I also think we can do the road to the Germans with a single worker as well, but it depends on how far ahead they are with their roading.

And who was it who said that we had too many workers a few turns back? smile
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(November 23rd, 2012, 06:33)kjn Wrote: I have documented the savestack, as "Novice T69 revolt".

Awesome!

(November 23rd, 2012, 06:33)kjn Wrote: I think we can optimise the research a bit - I think T70 is a good turn to run gold - and maybe get IW in 1t earlier, and I also think we should run a priest in MM instead of the PH mine, but that's minor. I also think we can do the road to the Germans with a single worker as well, but it depends on how far ahead they are with their roading.

And who was it who said that we had too many workers a few turns back? smile

Yes, I'm sure we can do optimizations. In addition to what you mentioned, the workers down south will probably change their priorities if we find a good city spot down there. Build orders are also up for discussion. Researchwise we could just run max tax for a couple of turns to get all the gold we need for Iron Working at max sci. I think three turns of max tax is required? I don't think we need to overthink the slider management.

I do think that our worker to city ratio is still a bit high, but it's not like we can't make use of them. Remember that our five gems workers are ready for new assignments on t78.
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(November 23rd, 2012, 07:22)novice Wrote: Yes, I'm sure we can do optimizations. In addition to what you mentioned, the workers down south will probably change their priorities if we find a good city spot down there. Build orders are also up for discussion. Researchwise we could just run max tax for a couple of turns to get all the gold we need for Iron Working at max sci. I think three turns of max tax is required? I don't think we need to overthink the slider management.

Yeah, but getting IW in 1t earlier is good since we can plan our hookup of iron better.

Quote:I do think that our worker to city ratio is still a bit high, but it's not like we can't make use of them. Remember that our five gems workers are ready for new assignments on t78.

Yeah, but we'll need two of them to improve the tiles around Bananagem first, and probably another two for a city by the spices, if we go for that. And probably two in our core to get more cottages up.

We'll have to check if it's worth farming the Bananagem banana once the gems are up, or if we get Calendar quick enough to do a plantation at once.
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I think it's obvious to settle the spices city on the desert hill. We redeem the crappy tile, get to share food and gold (notice we are not working the gold this turn which hurts), and get the hill defense bonus. And good to see that mh is coming around on the overlap thing. smile
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Updated sandbox:
https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
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Updated T71 sandbox

I've also annotated a map of my fog-gazing to the south and soutwest:




Based on that, I think the land to our south isn't that appealing - I think I'd rather send Lew southwest and then northwest.

An idea on the gems mine is that we don't need the extra happiness from it until T78, but we finish it T77. By roading the tile with only a single worker we save a worker turn, and we can probably use T76 to finish a grass cottage for TH using four workers.

T75: C moves to gems; E does something else
T76: C roads gems; A, E, F, G does something else
T77: C finishes road; A, E, F, G chops jungle
T78: C moves into jungle; A, E, F, G finishes gems mine
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Have a draft for a T78 gems up, with some minor changes based on the in-game situation, and with the possible delayed settler whip in AO. It's under sheet "T78 gems", but can stand improvements (eg the growth back in AO after the whip).
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(November 28th, 2012, 17:35)kjn Wrote: Have a draft for a T78 gems up, with some minor changes based on the in-game situation, and with the possible delayed settler whip in AO. It's under sheet "T78 gems", but can stand improvements (eg the growth back in AO after the whip).

Will we be working the gems tile when finished? If so, it is a premium tile and getting finished early has positives above and beyond an increased happy cap.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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(November 28th, 2012, 17:46)Gold Ergo Sum Wrote:
(November 28th, 2012, 17:35)kjn Wrote: Have a draft for a T78 gems up, with some minor changes based on the in-game situation, and with the possible delayed settler whip in AO. It's under sheet "T78 gems", but can stand improvements (eg the growth back in AO after the whip).

Will we be working the gems tile when finished? If so, it is a premium tile and getting finished early has positives above and beyond an increased happy cap.

As I understood it, the gems were getting mined just as early (so we can work it), we were just delaying the road on the gems tile by 1t. If that is the case, I agree.
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We'll be working the 3/3/0 cows tile, not the 2/1/6 gems tile.
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