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Micromanagement Sims/Planning

(January 26th, 2013, 05:01)SevenSpirits Wrote: I don't see the value in prioritizing great wall at such great cost. I would rather build it a few turns slower (2-3, IIRC) and not care that much if someone else beats us to it.

dito
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Just remembered that an option we could consider is teching Aesthetics and building Paya to get Pacifism, instead of researching Philosophy. It wouldn't be difficult since we have gold. We might even be able to build it in MM after GWall, will likely need another mine though.
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I don't have time to do a full writeup of a revised plan tonight nor probably tomorrow.

Here are some suggestions, in addition to this post which I made in the main thread:

(January 28th, 2013, 04:39)SevenSpirits Wrote: I am trying to spend a bit of time on the micro plan. To address the immediate issue of what to do with the new worker in Focal Point, he should move E-SE and put 1t into the chop. This is a worker turn that is definitely useful in the near future.

Right now I am thinking that the turn after, both workers move onto the grass forest NW of the corn as Sullla suggests. Then they both road, then the next turn they both road the corn, then they both move back onto the grass forest and put 2t into a chop.

Settler from Gourmet Menu founds the city t98, and we can immediately finish the chop (for a granary) and put 1t into the corn farm, which will then finish t100.

1)
GMenu settler redirected to Eastern Oasis site. It will arrive 1t later and found the city t98.
THuggers settler redirected to NE food valley, 4N2E of FFruit.

(Explanation: missed axe move in SE, plus high barb activity, warrant slightly slowed worker plan there. Hence slower settler is no problem. CivPlayers city in the west warrants redirecting land claim efforts to our northeast which has some great spots still. TH settler is closer to there.)

2)
Worker H who was cottaging 1SE of GMenu should move NW-NE and put 1t into the mine (finishing it I guess), then next turn moves onto the plains hill 2W of FPoint. Worker Q, just born in MMuse, who was scheduled to move onto that plains hill, can instead support our settling push to the northeast, details TBD.

(Explanation: trying to shift worker presence east in congruence with revised settling plan. Workers B and D will still be available in the southwest and are newly unemployed. Btw we need to figure out what they should do.)

3) I believe we have 2 more overflow hammers than my plan lists in FFruit, due to a tile swap. If this is so, we should be able to 1t-build a WC there on t94, at the cost of working the spice over the FP.

(Explanation: This will be quite valuable for supporting our two workers and a settler near the oasis, due to the aforementioned high barb activity there, including a very irritating axe.)
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(January 28th, 2013, 05:02)SevenSpirits Wrote: Workers B and D will still be available in the southwest and are newly unemployed. Btw we need to figure out what they should do.

Prechop for HG in ST?
I have to run.
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I wanted to work on a new micro plan for our team today, but in order to do that we need an accurate sandbox to work with, and we don't seem to have that. I went ahead and played up to the current turn from the last sandbox:

http://dl.dropbox.com/u/19563179/ISDG/IS...dSwordSave

I did all the worker and city micro. Someone else can draw in the new land revealed when they have a chance, it's not that important just yet. I do need someone with more practice in doing sandboxes to correct for Currency trade routes and Masonry known tech bonus. I'm not sure that I can do that correctly, short of dropping a bunch of wine resources undernearth our current cities.

Once we have the sandbox ready, we can dive into a new plan. We're at the point where we definitely need one to move forward.
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Updated sandbox.

I've simulated the trade routes by putting a hamlet under Adventure One, Focal Point, and Horse Feathers; and a simple cottage under Mansa's Muse and Gourmet Menu. All old cottage improvement and wines that were used earlier were removed. I've also put us in contact with the known teams by plunking down warriors from them outside our borders, and giving them known techs (Masonry to CFC, Spanish, and CivPlayers; Archery to WPC).

ETA: The known tiles has also been updated now. No more micro or sandbox work for me tonight.
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(January 30th, 2013, 16:25)kjn Wrote: ETA: The known tiles has also been updated now. No more micro or sandbox work for me tonight.

As usual: toast
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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Played around a bit with the sandbox, but with pretty sloppy micro. Here's a savestack (sadly missing a turn or two).

We can revolt to HR+OR T100, with the help of some wealth builds (that also double to preserve overflow into buildings).

ETA for Hanging Gardens in Seven Tribes is end of turn 105, and for the MoM end of turn 112 or so.

Cities 11 and 12 together with OR cost us a fair bit of money, so we're down to circa 40% research rate or so, ie we need to decide which tech to go for after HR. I set it to MC for forges, so we can get the markets and courthouses up quicker, but one can certainly make a case for CoL and a CS beeline instead.

Another important decision is where to place our National Epic. Boldly gave a pretty good case for putting it in Eastern Gem Dealers. With only a small sea there the city should be pretty safe, and I like having strong culture producers where they can claim lots of tiles and help out other cities. But this will have an impact on the tile improvements.

Likewise on the irrigation chain to the jungled rice. I think I prefer the southern chain - it will require less worker investments, especially if Horse Feathers is to receive a few farms.
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Here is a better write-up and proposal for the coming turns.

Savestack (T99 missing)

Write-up

It's still plenty rough and with room for improvement.

Seven Tribes receives mines to help with the acqueduct and Hanging Gardens

Horse Feathers is prepared for Moai, and will probably whip a missionary T103, that can be used for AO or ST

Adventure One is semi-stagnated until we revolt to HR and OR on T100.

We still need to decide on if we are to use Eastern Gem Dealers as our NE city, and then also how to spend the overflow hammers from Monarchy.
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I'll take a look tonight.
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