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Micromanagement Sims/Planning

I don't think we need to whip the library. We should be able to finish the library rather easily with overflow from foodhammer whips.
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NobleHelium and talked quite a bit about the upcoming turns, and I think I managed to work out a plan that all two of us will be plenty happy with :-)

AO will be size 9 - all happy and working improved tiles - on T93. NobleHelium also wondered which of GM and HF would hit size 8 and 6 first, respectively. The answer is: both! HF will be size 6 and GM size 8 on T93.

We will also hit Currency at end of turn 92, with some beakers and gold to spare.

I managed to get around the missing road on ST's wheat, but it requires that we will have to split the workers on some turns, making them harder to defend, but I think we'll manage.

Savestack (the stack contains an error: MM should start a worker on T89, and not an axe)

The tentative plan is to whip the worker in AO at size 10 (T95!), and whip a settler from both HF and GM. NobleHelium has promised there is some tight micro for the FF-Alemanni area set up for the coming turns, too.

Micro spread sheet will follow tomorrow.

ETA: Surprise!
[Image: ISDG-sim92-f1.jpg]
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Yeah...I don't think you should expect me to be plenty happy with much of anything. lol

I see no reason to inch Duram up like that - the flood plains cottage gets finished without him. He should be building the road on the wheat then he can move NE-NW onto the riverside grass to cottage that. Broad beans helps him as before, and Horseradish can move SE-NE onto the riverside plains as before. There is no meaningful difference to the prior plan, the intermediary turns just get shuffled around.

I see you've perturbed novice's pre-granary micro at ST. Not sure if I agree with that, it grows with less food in the granary now. Will look more closely at it.
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Yeah, there's no reason to work the wheat over the plains cottage in ST on t89. The wheat is a flat-out inferior tile because the food gained that turn is lost from not getting it into the granary. So the cottage is effectively a 4/1/3+1 tile for that turn. I guess this is probably just an unintentional mistake from replaying the existing plan.

The main change you made was to work coast in HF instead of an unimproved grassland in GM, which looks like a good change. It means GM won't grow that turn, but HF now grows on that turn. So that evens out.
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Yeah, the ST wheat and cottage thing is a plain mistake - I made the savestack far too late at night. And you're right on the worker micro there too.
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New sandbox.

Several changes were made in this. All Sullla's in-game actions are reflected up to and including T86 in this. The map has been updated and a few errors in it fixed, and the workers renamed to match their in-game names.

A note for everyone making use of the sandbox: label any future workers by simply adding letters to them. It makes it much easier to follow which worker does what, as they dance around each other.
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Yeah I apologize for not doing that but I can never remember which letter we're up to.
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(January 10th, 2013, 10:44)NobleHelium Wrote: Yeah I apologize for not doing that but I can never remember which letter we're up to.

F5!
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Okay we should have something posted soon this evening for further review. In particular we'll need comments on the general direction of the plan, in terms of where we're settling next and such.
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Okay that took much longer than I expected. I blame, ahem, extenuating circumstances.

Okay so the current sim is to t95. We will be ready to settle both the border city by CFC as well as the somewhat daring flood plains city by CivPlayers. I think a primary source of contention will be whether we have enough defense or not.

Lots of images in the spoilers. Sorry novice, it seems they came out to 1 megabyte each, even though they're jpegs. I didn't have time to annodate with city dots, sorry.


There's basically no deviation from novice's plan + already discussed modifications.


Same as before still.


HF starts building an axeman. MM starts yet another worker (will take 6t). The worker MM just finished, Lentils, moves SE and finishes the crappy dry plains cottage. We hopefully capture the barb city this turn if we haven't yet. Looks like we'll have 3t of revolt. FP starts a worker at size 6. Brick by Brick settling party is on the way.


Instead of finishing the dry cottage south of TH, we send all three workers to the silk plantation to contribute three worker turns. Two of those workers cancel. Horseradish doesn't continue building the riverside plains cottage southeast of GM, and instead moves three tiles along the road to start finishing the dry grass cottage by AO. Lentils moves to the pig and roads. FP whips worker. We avoid growth in ST to build up granary food.


Two workers board the galley to BB. One worker continues the silk plantation, will finish next turn. New FP worker (M) moves E-SE onto the plains forest. FP overflows back into MoM. Two workers at the FF banana move E and put 2t into the road on the flood plains. The other two workers move SW-S and start cottaging FF's flood plains. FF swaps to a worker. ST grows to 3.


FF whips worker. Workers heading to Alemanni start pasturing the pig. Workers arriving at BB start pasturing the horse. Lentils briefly goes NW (to the tile N of FP) and puts a turn into a grass cottage while waiting for M to finish its road.


Broad beans and Duram (at ST) move S and put two turns into the farm, to be completed in the future to irrigate the wheat. Axeman starts heading westward to cover the settling party for the flood plains spot by CivPlayers (which I'm tentatively calling Simple Life). TH swaps to settler. HF swaps to worker. GM swaps to settler. Lentils leapfrogs M and moves onto the plains forest heading towards the CFC border site. Axeman moves out of FP to escort him. FF flood plains cottage finishes, Endive moves N and puts a turn into the plains cottage SE of FF. Alemanni pasture finishes. Jujube, which just finished the silk plantation, moves to complete TH's dry cottage. New FF worker (N) moves N-NE onto novice's favorite grassland spice.


Jujube moves to riverside jungle at TH, will start chopping next turn. Horses are roaded. Broad beans and Duram move north and road the tile 2SW of GM. M chops in place, waiting for Lentils to finish its road. Alemanni pig is roaded to connect the city to the rest of the empire. N starts roading the spice. Endive and F (SE of FF) put another two turns into the riverside plains cottage.

AO whips its worker. TH whips its settler. HF whips its worker. GM whips its settler. Lots of tiles are juggled around to minimize food to hammer conversion. GM axeman leaves the city to assist with the settling party.


Settler out of GM starts heading to the Simple Life spot. M leapfrogs Lentils and starts roading the corn at the CFC border spot. New MM a worker (P) moves 2S and starts finishing that grass cottage. MM starts a war chariot. AO overflows into a war chariot and will finish its axeman next turn. New AO worker (O) moves 2SE onto the grass hill to mine (very tentative). One worker at Alemanni moves NW and finishes the road on the flood plains. Other worker moves NE-NW and starts cottaging the riverside grass (tentative). HF overflows back into its axeman to finish it. It will have a lot of overflow left over and can dump it into Moai next turn, if desired. Broad beans and Duram continue roading to SL site, joined by the settler from GM. Both axes of the SL settling party continue the escort. New worker out of HF, Q starts cottaging the triple-shared grassland tile between AO, HF, and GM. Horseradish moves back to the riverside plains SE of GM to finish the cottage. All three workers at FF stack onto the grass spice to start chopping. TH settler heads toward CFC border spot, ends turn inside MM. One BB worker moves onto a grass forest to chop the granary for the upcoming SL, while the other worker starts a road to later connect the cities.
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