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Micromanagement Sims/Planning

(November 29th, 2012, 21:26)Sullla Wrote: Try this then: https://docs.google.com/spreadsheet/pub?...utput=html

How to make a Google Docs spreadsheet viewable for anyone who has the link (ie can read this forum):

File > Share

Click "Change" under "Who has access"
Click "Anyone with the link". Click Save. Click Done.

Much nicer to read than the HTML output.
Furthermore, I consider that forum views should be fluid in width
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Now I've played through Sullla's plan (and not being able to see the turn numbers or the names of the objects in the plan makes it much harder to follow along). Some comments:

I think we should explore if AO can grab the corn instead of the deer on T76 and T78. It means the city will be back to size 6 on T79 instead of T80.

On T79, I think the cottage 2E of AO is unworked. FP can thus work Pig, Copper, Grass instead of Pig, Copper, Plain. We can 1C that way, unless we can get AO to size 6 on T79 as above.

Also on T79, I can't hit the commerce target: I only get 80C and circa 53g at end of turn.

But overall I think this is a very good base to work on - good expansion and whip timings.
Furthermore, I consider that forum views should be fluid in width
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(November 30th, 2012, 01:50)novice Wrote:
(November 29th, 2012, 22:50)T-hawk Wrote: If we get the stone city on T87, any interest in going for the Hanging Gardens at Focal Point? It could start trickling hammers into the aqueduct now. We could set up the 5 forests to chop into the wonder all at once with no risk. And Focal Point might even make use of the aqueduct health someday, being off fresh water.

We need masonry before we can start an aqueduct, though.

With 9 cities and stone, we should build the HG if they're still available. We need to make sure we have enough forests for MoM too, of course. I would wait and see a bit. A HG plan needs to incorporate a MoM plan, imo.

It seems like all of the stone wonders(great wall, pyramids, and HG) would be somewhat good but not really worth beelining. We can just wait and see what's available when we hook up stone, and build whatever is left. And if we get failgold thats's ok too. The MoM is the real prize here.
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Thanks for the help. Here's the link: https://docs.google.com/spreadsheet/ccc?...WMzUDlTbnc

The Turn 79 micro is one of my favorites from the whole upcoming set of turns. Let me draw in the tile micro on the map:

[Image: ISDG-286s.jpg]

I'll leave out the other cities for simplicity. When drawing up this turn, Mansa's Muse has the first priority. It needs exactly 7 food to grow to size 6, and this dictates what tiles it will get. MM has to work two grassland cottages along with the deer/corn/gold if it's going to grow to the next pop. Since there are only two grassland cottages available, it gets both of them.

Focal Point whips a settler this turn, going from size 6 to size 3. This means that any food or production will simply get converted into foodhammers, and turn into production overflow next turn. But we are not building anything all that important here; we're just going to overflow into an axe or a library or something. We can work the copper and get 4 more production into an axe, or we can work the 2/0/5 grassland cottage. I valued the cottage more than extra overflow. This can be changed, but one thing I kept finding as time went on was that we ended up with plenty of axes, probably more than we needed. Speeding up another (or dumping slight production overflow into a library/barracks) didn't feel terribly important to me.

Adventure One then grabs the five cottage tiles bordering the river. This still provides enough food to regrow to size 6 between turns, and Adventure One will be capped at size 6 for happiness anyway until either the whipping penalty wears off or religion spreads into the city. (We already have gems connected at this point.)

Adventure One grabbing the corn on T76 might be a good idea, although it will slow down the regrowth of Horse Feathers down the road. Certainly worth discussing. I wouldn't take the corn on T78 though, since this is during a whip and the extra food in Horse Feathers is directly converted into stuff that we actually do want to build in the form of a galley.

I haven't paid any real attention to wonders because I don't consider them to be our most important concern. I also think we might as well wait on the Hanging Gardens and see if we can get a big payout from them once we have stone connected. If we want to get started on the aqueduct component, we can slot in Masonry after Sailing tech, but note that this will delay Calendar by about 2-3 turns. Mausoleum is a higher priority for me as well, although I think we're quite safe to land that, given our very early Calendar beeline and strong research overall.
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Masonry is definitely not worth delaying Calendar for.
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(November 30th, 2012, 12:22)NobleHelium Wrote: Masonry is definitely not worth delaying Calendar for.
I agree with this.

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 30th, 2012, 13:26)mostly_harmless Wrote:
(November 30th, 2012, 12:22)NobleHelium Wrote: Masonry is definitely not worth delaying Calendar for.
I agree with this.

As do I.
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I'll try to look at the plan later today, but a brief comment:

Whipping away a 1/5 tile is a sign that we need to take a careful look at our priorities.
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(November 30th, 2012, 17:28)SevenSpirits Wrote: I'll try to look at the plan later today, but a brief comment:

Whipping away a 1/5 tile is a sign that we need to take a careful look at our priorities.

This
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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OK, I was going to leave this alone for now, but since you guys asked...

1) There is exactly one turn where we are not working the copper tile. This is Turn 79.

2) As already mentioned, that turn sees a settler whip in Focal Point. We have the choice of working the 1/5 copper tile or working a 2/0/5 cottage tile. Because of the settler whip, all foodhammers will get converted into production overflow. I argued that it was better to work one extra cottage than put 4 extra production into something that we don't really need to build (axe or barracks or library) in Focal Point. This is perfectly fine to debate, but I did already mention this before, and gave the rationale for why I made this choice.

3) The triple whip comes at a good time, because we are whipping off an unimproved forest tile at size 6, and our cities will outpace the number of improved tiles if we don't whip. It also allows us to get the bananas/spices city up and running as we research Calendar.

4) Focal Point regrows to size 4 very quickly, two turns after the settler whip. (It gets +5 food/turn working the pigs, copper, and grassland cottage at 16/26 overall food.)

Again, you guys are welcome to add in your thoughts and revisions, but this feels a bit like singling out one very minor piece of information for criticism, without paying attention to the rationale and larger picture. I would love to see more people working on this. Keep in mind, I did spend about 3 hours working on this and doing a lot of testing of different alternatives. I hope you can understand why it would get a little tiring sometimes when there's a ton of airchair QBs chirping from the sidelines.
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