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Micromanagement Sims/Planning

Micromanagement T34-43

Research: by running 100% gold on T34 and T35 we get enough gold to research both BW and AH in one go, without having to save gold on T39. It delays BW with a turn (T40), but we will gain AH a turn earlier (T43).

Since we don't have the workers free to chop until T41, I see every reason to do this. An extra turn for our workers to prepare our third city is a very good thing.

Mansa's Muse: Should we go for a granary first or a warrior first? With granary first I think swapping to a worker at size 2 is superior, with warrior first I believe it's better to finish the warrior and then build the worker. This is assuming we get a chop on T43.

Worker actions: We should leave one worker around MM to chop. The other can go SW-SW and pre-cottage T40, and then go SW and road on T41-42. This will complete a road between MM and AO, and place the worker on a roaded tile the turn the horses are revealed.
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From turn discussion:

kjn Wrote:We have copper!




Ladies and gentlemen, start your popcorn machines!

One preliminary possibility (just from looking at this screenshot, no sim, so possible errors in the details):

* We will found a city N of copper in 8 turns. 6 turns to build settler, one to move onto plains forest NW of copper, then settle on eighth.

* Therefore we want 2-3 workers ready to pasture pig/mine copper/chop a granary on that turn. So 7 turns for each to get into position.

* One worker is chopping the plains forest hill W of gold. That's 4t. Then he moves onto grass forest 2N of copper and roads it. 7t and he's next to the pig.

* Second worker moves onto river plains road and cottages 1t, then moves SW and roads 1t, then moves W and cottages the river grass for 3t, then moves E and finishes the road. On the 7th turn he moves onto the newly roaded forest 2N of copper and chops 1t.

* New worker from MM is born in 4t (with help of chop), moves SW and cottages the plains river road for 2t, then moves onto newly roaded forest 2N of copper and chops 1t as well.

* Due to the road being available, settler can actually move onto the river plains road safely within our borders and still reach the city site the next turn, so he does that.

On the eighth turn, the city is founded, one worker completes the chop, and the other two start mining the copper. City works grass forest: 2f, 2h.

Ninth turn, 2 workers complete the copper mine, and the third starts on the pig pasture. City works copper: 3f, 8h.

Tenth turn, 3 workers complete pasture and city works pasture. 9f, 9h.

Eleventh turn: 15f, 10h. Granary is complete (since there were also 20h from the chop).

Twelfth turn: 21f (6f in granary)

Thirteenth turn: 27f -> 5 over + 11 from granary = 16/24. From there add copper and continue growing.
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1N of copper is quite crammed. Lets wait for the warrior to move this turn revealing more tiles.
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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Cramped is fine. Low happy cap, want to get as many citizens online as fast as possible, hence cram your cities in.
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Anyone have a recent sandbox?
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Would be nice to see what's on the other side of the copper to help decide the best place to settle.
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Third city 1N or 1W of the copper will have lots of forests. We should consider a wonder (Oracle?). Of course we should wait to see what we'll see on top of the hill as well as the horses.

Nobody commented on the idea of mining the hill 2E1S of the capital, any thoughts there?

Kalin
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Most recent sandbox (though it is before we revealed copper)

Most recent large overview map (also pre-copper):




Based on Apolyton's research path, I think it's possible (maybe even probable) that there is horse somewhere around the fish/silk site, so I think plans in the T40-43 phase needs to take that into account.

Seven and I chatted a bit about this last night (well, my night), and I think I see two main options here:
  • Copper Pig is third city: we place it 1W of pig
  • Horse is third city: as above, or 1S of pig

Especially in the latter option, we should probably squeeze in a city west of the mountains to our south. If we settle horse first, then we also don't need copper as a strategic resource yet, so we mine it and put a single roading turn into it, so we can road it ASAP at need, but still build warriors as MP.

But lets not commit to any plan in advance of our map knowledge.
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SevenSpirits Wrote:One preliminary possibility (just from looking at this screenshot, no sim, so possible errors in the details):

Modification: the forest we road and chop should be the riverside one SE of the deer. It has the same logistics and will allow our workers to build a riverside cottage as they leave the area to do other things. The only reason I didn't consider it before was I assumed we'd want to be next to the pig. But this doesn't actually matter (and certainly not now that I realize it's better to build the copper mine first).
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So the plan is for one Worker to road the tile SE of the deer (and maybe put a turn or to in cottaging beforehand), and for the other to chop the forest W of the gold?
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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