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Micromanagement Sims/Planning

One thing to add because I'm paranoid:

Avoiding whipping has the same fringe benefit to running binary science: you have stuff (in this case pop) to burn off if you need emergency military.
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I don't see much value in chopping into the second settler. I think we'll need those worker turns to road towards where we want to settle it (which will likely be at copper or horses). Whipping it is even worse since we really want to be working as many tiles as possible with our capital.
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No way to get the EXP granary out sooner, to get our whip cycle started sooner? We're getting a guaranteed +1 happy from the gold, letting us stagnate at size 5.
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My reason behind this is that we have oodles of food and commerce right now, but very little basic hammers in AO. Thus, the goal here wasn't so much to speed up our second settler, but to get our granary in place in a reasonably timely manner and have an extra worker on hand.

On T47 MM grows, takes back the deer, and AO has its granary and works Corn + FPC + FPC.
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On gut feeling, I like our capital as is for the moment - just working 6 tiles. It produces 14 foodhammers per turn and works 4 cottages. (Or 10 foodhammers per turn and 5 cottages, if deer is used by Muse.)

How many foodhammers, hammers, and cottage turns do we get per 10 turns in a sustainable whip cycle with 6 happiness and a granary? If it's significantly more than the status quo, then perhaps we should start whipping soon.
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Not doing a full sim, but going forward from T46 of mine. I've assigned the deer to MM most of the time, though MM can reach size 5 one turn earlier by using it:

T45: 1 cottage-turn, 90H from whip, 13 foodhammers
T46: 1 cottage-turn, 13 foodhammers
T47: 2 cottage-turns, granary built, 10 foodhammers
T48: 2 cottage-turns, 10 foodhammers
T49: 3 cottage-turns, 10 foodhammers
T50: 3 cottage-turns, 10 foodhammers
T51-54: 4 cottage-turns, 10 foodhammers

So on T45-54 we'd get 90 hammers, 106 foodhammers and 28 cottage-turns.

The same at size 6, using the same tile use (ie AO has the deer T45-46 and the cottages afterwards):

106 foodhammers and 50 cottage-turns.

So it's 22 cottage-turns when we don't whip, or 90 hammers if we whip. 30 of the hammers has gone into the granary, and the rest into a settler and a warrior.
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What happens if we lose the warrior this turn to the barb animal? How far would that set us behind?
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Pretty bad. We'd lose at least 10 scouting-turns, and we need two warriors to secure the settling of Mansa's Muse. OTOH, if we drop the road 1SW of Mansa's Muse (1E of the deer), then we can make do with a single warrior as escort.
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kjn Wrote:Not doing a full sim, but going forward from T46 of mine. I've assigned the deer to MM most of the time, though MM can reach size 5 one turn earlier by using it:

T45: 1 cottage-turn, 90H from whip, 13 foodhammers
T46: 1 cottage-turn, 13 foodhammers
T47: 2 cottage-turns, granary built, 10 foodhammers
T48: 2 cottage-turns, 10 foodhammers
T49: 3 cottage-turns, 10 foodhammers
T50: 3 cottage-turns, 10 foodhammers
T51-54: 4 cottage-turns, 10 foodhammers

So on T45-54 we'd get 90 hammers, 106 foodhammers and 28 cottage-turns.

The same at size 6, using the same tile use (ie AO has the deer T45-46 and the cottages afterwards):

106 foodhammers and 50 cottage-turns.

So it's 22 cottage-turns when we don't whip, or 90 hammers if we whip. 30 of the hammers has gone into the granary, and the rest into a settler and a warrior.

By hammers and foodhammers, I meant hammers into warriors etc, and hammers into settlers/workers respectively. Food that goes into growth doesn't count since it's being spent via the whip.
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Ah, now I understand what you mean. Not sure I'm up to doing that sort of detailed estimate now, but post-granary we will need 13F to grow to size 4, 14 to 5, and 15 to 6. So we lose 42 foodhammers, gain 90 hammers, and lose circa 20 cottage-turns.

The first whip cycle comes off worse, of course, since we don't have the granary in place and filled beforehand.
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