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Micromanagement Sims/Planning

Have tried to improve the latest plan, but I kept making small mistakes... :-/

I realised we could delay the worker whip in FP, from T87 to T88 or even T89 (whip at 20/30 or 25/30 instead of 15/30). That means we can work one more coast and one more cottage under the critical turns when we collect the monies needed for the Currency run, and the city spends fewer turns at size 3 (probably +10g, at the cost of delaying the worker). Turnplayer's discretion if we should switch to the MoM once Calendar is in.

I also managed to speed up the silk plantation with 1t, by sending all three workers to the silk on T90. This delays the cottage 2NE of HF with 1t, but it's unworked, so that hardly matters.

Anyway:

Savegame stack (incomplete)

Spread sheet micro plan

I assume we capture Alemanni on T89. If this is delayed, then we need to find some busywork for the workers (cottaging the plains til 1SE of FF is a good option).

Depending on how much pillage money we get, we can play T92 in two different ways. If we have enough to run 100% science, then we can whip both TH and AO on T92. If we have so little money that we must run 90% science, then we can only whip TH.

We have several whips lined up:

T93: AO can whip a barracks (overflowing to a worker) if it wasn't whipped T92; FF can whip worker
T94: ST can whip a spear and overflow to the axe (or a chariot)
T95: whip the granary in Alemanni
T95/96: whip barracks in MM, and overflow to axe (or chariot)

FP of course has a barracks and a library whip lined up, going into the MoM. One deficiency is that I have no settler whip lined up, though HF is probably a good spot around T95-100. I believe GM is a very good place to whip settlers further on, especially once we've finished the lighthouse (either direct via whip or via overflow hammers). FF will also be a good spot, but that requires quite a bit more development.

Horses will be connected T94. Then I believe the workers around BbB can prepare for improving the wheat, unless there is some other food in the area (road SW of BbB T95-96; 2S of BbB T96-97...)
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Is there any need to speed up the silks plantation though, with spices already hooked up? Are our cities growing that fast?
I have to run.
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(January 8th, 2013, 09:57)novice Wrote: Is there any need to speed up the silks plantation though, with spices already hooked up? Are our cities growing that fast?

Well, its marginally better than the coast that HF works instead (more commerce), and it's not like the cottage was needed urgently anyway. Even if we don't whip TH on T92 we complete the cottage on T93 anyway.
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We should not be whipping the barracks in AO. The barracks is just for growing for lack of better options.

Why would we delay the worker whip in FP and have it drop to a single pop? The point is overflow into MoM.
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(January 8th, 2013, 10:34)NobleHelium Wrote: We should not be whipping the barracks in AO. The barracks is just for growing for lack of better options.

Why would we delay the worker whip in FP and have it drop to a single pop? The point is overflow into MoM.

The overflow from the whipped barracks in AO give worker (granted, we could whip the worker directly, but now we get the grow at the end of turn). Granted, these builds aren't that critical.

The worker whip is delayed by growing on either the MoM or the library, not by putting more hammers into the worker. This means delaying the worker, but getting more cottage-turns in during the time, and then quicker growth back to size 4 after the whip.
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OK, will look at your plan later. But my sense is that if we are going to delay the worker whip in FP then we should grow to six and whip a settler instead.
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(January 8th, 2013, 11:03)NobleHelium Wrote: OK, will look at your plan later. But my sense is that if we are going to delay the worker whip in FP then we should grow to six and whip a settler instead.

Yeah, that's another option. But I think settler whips goes better in HF and GM - both those cities have more food surplus than FP, and can recover quicker from the 3-pop whips and can put in the needed foodhammers faster too.

With FP working on the MoM, I think we need to think about highly efficient whips, and with its +5F surplus that means limiting it to 2-pop whips.

Anyway, the real goal of the plan is to get us to Currency at end of turn 92 with some margin for error. My previous plan (more closely based on Novice's) was entirely dependant on pillage gold from Alemanni, while this one isn't. And Currency boosts our gross economy with 6%, even with only domestic routes.
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Thanks for taking the time to put these plans together. nod

I'm with Noble, though, on the Barracks in AO. To me, we don't even need the barracks there. I'd rather either just slow build the worker if that is your aim (it would come in 1t faster that way compared to switching to the barracks for the double whip and would save the 2 population). Or, if it is just a placeholder for growth, how about something small we can complete in the time we aim to grow. If it is very short, a scout or something to check out the southern wastelands. I don't see us using the barracks for much of anything in this city in the short to medium term, particularly until US for town hammer bonus. In the future if we lack anything good to build we can always dump hammers into wealth, but production is so poor there that it will be ages building a market as it is. I say skip the barracks and grow on a unit, unless there is literally nothing that we would complete before 10t and decay begins. But, still, don't whip it to completion, we're going vertical there.
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Well, it's really hard for me to examine your tile micro because I can't really read those spreadsheets. But I see you're also whipping a barracks in TH. We should be whipping something of more value there, like a worker or settler. We can easily overflow into military units or barrackses as needed. Anyway, I'll do some simming but I'm not sure if I'll come up with a complete plan.
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(January 8th, 2013, 22:13)NobleHelium Wrote: Well, it's really hard for me to examine your tile micro because I can't really read those spreadsheets. But I see you're also whipping a barracks in TH. We should be whipping something of more value there, like a worker or settler. We can easily overflow into military units or barrackses as needed. Anyway, I'll do some simming but I'm not sure if I'll come up with a complete plan.

Can't read the Google docs spread sheets, or can't follow them? I can put up an Excel version if it's the former.
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