Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Micromanagement Sims/Planning

OK, I wasn't sure how you got 4h into the axe, as MM is size 3 by the time we have the ability to build axes, so I put 2x 2h into a warrior (=spear) instead. Results seem a bit better: I think this is also helped by fixing the plains forest -> grass forest in the sandbox. I was able to grow to 5 on the grass forest, whip to 3, and will grow back to 4 the turn henge finishes.


Reply

I tried a quick library in the capital run - it was just awful. We need a higher happy cap there more than anything else. Multipliers when the capital is stuck at low size are not worth the pain.

I like the stonehenge plan as long as we think we have a good shot of getting it. It's efficient and powerful. I would like to see a summary of our current knowledge about the 5 teams with mysticism, if someone is willing to take some time to make it easily digestible, and give a risk assessment for henge.

The following moves work for the stonehenge plan and should be just fine for other plans too, if we want to end turn soon:
* Worker by AO continues cottaging.
* Tech = Mysticism at 0%. (With my modification of putting 4h into a warrior, which Novice approves of, we can afford to delay Mysticism 2t from current 100% research ETA.)
Reply

Yeah, a high maintenance map means we'll be dropping the slider anyway. Low slider and low happy cap means an academy is a weak choice. Better to just go all out and get a ton of citizens.
Reply

This is very impressive work, gentlemen! goodjob

I will go ahead and put another turn into the cottage at Adventure One, since 1) it looks like we can do that without slowing down any of our plans and 2) that's a tile improvement we want to finish quickly for flexibility purposes. That will let me end our turn. Since we'll have another 24 hours before German team finishes their turn, we can keep further working on this tomorrow. (Once we have a clear plan worked out, I'd like to type it up more formally to avoid mistakes/confusion.)

It's hard for me to tell if another team is trying to rush Stonehenge. Here's my best stab at it. There are five teams who started with Mysticism:

* German team (Inca)
* CivFr (Maya)
* CivPlayers (Aztecs)
* CivFanatics (India)
* UniversCiv (HRE)

The German team just double whipped their capital for a settler. They are probably out of the hunt, although they do have Bronze Working and have revolted to Slavery civic.

CivFr also has Bronze Working, and is likely in Slavery civic by now. They have cities of size 2, 2, and 1. They are not an especially likely Stonehenge candidate, being the game's only Creative civ.

CivPlayers do not have Bronze Working, but they do have a size 5 capital. They built a very late second city (T37). They might be going for the wonder, although it goes a bit against the Multiplayer mindset. They cannot whip or chop, of course.

CivFanatics probably discovered BW this turn. (kjn has them on AH, but I think it was BW. We will know when we see Demos next turn, as the Power jump would be obvious.) As India, they would be extremely likely to chop out a wonder. Of course, if they just got AH instead, then we would be in the clear here as well.

UniversCiv does not have Bronze Working. They have cities of size 2, 3, and 1. They founded their third city with 1 worker. Not much of a threat.

Hmmm... that's more favorable than I thought. The only real threats are CFC and German team, and CFC barely counts if they don't have Bronze Working yet. This may be a pretty workable idea. Stonehenge would be absolutely amazing for us if by some chance we could land it...
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Why end turn? We might as well use the full clock for the one turn out of 50 we actually want the extra time to think. The Germans may get their act together this time! lol

It isn't as though there has been a chorus of complaints about the glacial turn pace from other teams.
Reply

Sullla Wrote:It's hard for me to tell if another team is trying to rush Stonehenge. Here's my best stab at it. There are five teams who started with Mysticism:

* German team (Inca)
* CivFr (Maya)
* CivPlayers (Aztecs)
* CivFanatics (India)
* UniversCiv (HRE)

The German team just double whipped their capital for a settler. They are probably out of the hunt, although they do have Bronze Working and have revolted to Slavery civic.

CivFr also has Bronze Working, and is likely in Slavery civic by now. They have cities of size 2, 2, and 1. They are not an especially likely Stonehenge candidate, being the game's only Creative civ.

CivPlayers do not have Bronze Working, but they do have a size 5 capital. They built a very late second city (T37). They might be going for the wonder, although it goes a bit against the Multiplayer mindset. They cannot whip or chop, of course.

CivFanatics probably discovered BW this turn. (kjn has them on AH, but I think it was BW. We will know when we see Demos next turn, as the Power jump would be obvious.) As India, they would be extremely likely to chop out a wonder. Of course, if they just got AH instead, then we would be in the clear here as well.

UniversCiv does not have Bronze Working. They have cities of size 2, 3, and 1. They founded their third city with 1 worker. Not much of a threat.

Germans being Inca, I doubt they would build stonehenge. Same for CivFr/Willem.

CFC we have pegged at 2 workers for 2 cities, probably building a settler, definitely built 2 warriors. Seems unlikely to me. Though possible: even without BW before this turn, their 2 workers would have time to chop 6 forests before we can finish the wonder, which is enough to complete it just from trees!

CivPlayers I would worry about a small amount, and UniversCiv. With them we don't know they won't do something like build 2 mines and slow-build it over 10+ turns. And, put yourself in their shoes, by which I mean starting techs. Those techs put them in a big hole and make profitable expansion and growth difficult until they've had some time to catch up on critical worker techs. One way to "solve" that problem is to go for henge. If we could confirm them to be building other things, that would be nice.
Reply

At any rate we don't lose much by trying. Chops can be redirected to settlers and workers, two of the chops can go to either city too. Losing a coinflip would suck, of course.
I have to run.
Reply

Here's a formal writeup of the T54 Stonehenge plan. I got a few minor differences from Novice's sim, but nothing major.

Quote:Plan: T55 Stonehenge
Simmed: Turn 54

Tech: Animal Husbandry (T43) -> Mysticism (T46) -> Polytheism (T51) -> Masonry

Note: Run 0% tech on T47, T51

Revolt to Slavery T46

Adventure One (T0): Settler (T46) -> Worker (T53) -> Settler

Mansa's Muse (T33): Worker (T44) -> Granary (T46) -> Warrior (swap T49 @ 4/15) -> Stonehenge -> whip spearman T53 (T54)

Copper (T47): Granary (T50) -> Barracks (placeholder)

Worker A: finish chop (T43), move S-SW-S onto grassland forest (T44), road (T45-46), move SE-S and mine copper (T47-48), move NE and pasture pig (T49-50), move NW (T51) -> chop (T54)

Worker B: cottage (T43-45), move E and finish road (T46), move NE-S and chop (T47-48), move SE-S and road copper (T49-T50), move N-NW-N-NW (T51) -> chop (T54)

Worker C (T44): move SW and cottage (T44-45), move S and chop (T46), move SE-S and mine copper (T47-48), move NE and pasture pig (T40-50), move N (T51) -> chop (T54)

Worker D (T53): move SW and road (T53-54)

Settler (T46): move SE-NE-NE (T46), move S-SW and settle (T47)

Adventure One

Citizen 1: Corn farm (T43-)
Citizen 2: Deer camp (T43-45) -> Grassland cottage (T46-)
Citizen 3: Floodplains cottage (T43-)
Citizen 4: Floodplains cottage (T43-)
Citizen 5: Plains cottage (T43-)
Citizen 6: Grassland cottage (T43-)

Mansa's Muse

Citizen 1: Corn farm (T43-)
Citizen 2: Gold mine (T43-45) -> Deer (T46-)
Citizen 3: Gold mine (T49-)
Citizen 4: Grass forest (T51-52)

Copper (T47)

Citizen 1 (T47): copper (T47) -> copper mine (T48) -> pastured pigs (T50-)
Citizen 2 (T50): copper mine (T50-)

I choose to go Settler -> Worker in AO since I want one worker available to support the settling of our next city.

I think we should consider whipping the settler in AO sometime around T57 or so, and overflow to a granary. That way we turn foodhammers into overflow hammers with the EXP bonus. Copper can pick up the cottage 1S of deer.
Reply

kjn Wrote:Here's a formal writeup of the T54 Stonehenge plan. I got a few minor differences from Novice's sim, but nothing major.

If I'm reading it right you're delaying the pig pasture by one turn by chopping the granary and roading the copper first. The pig pasture should be done on t49.

Small typo: Settler (T46): move SE-NE-NE (T46), move S-SW and settle (T47)
The settler should move S-SE. smile
I have to run.
Reply

Modified writeup:

Quote:Plan: T55 Stonehenge (eot54)
Simmed: Turn 54

Tech: Animal Husbandry (T43) -> Mysticism (T46) -> Polytheism (T51) -> Masonry

Note: Run 0% tech on T47, T51

Revolt to Slavery T46

Adventure One (T0): Settler (T46) -> Settler (T57)

Mansa's Muse (T33): Worker (T44) -> Granary (T46) -> Warrior (swap T49 @ 4/15) -> Stonehenge -> whip spearman T53 (T54)

Copper (T47): Granary (T51) -> Axe (placeholder)

Worker A: finish chop (T43), move S-SW-S onto grassland forest (T44), road (T45-46), move SE-S and mine copper (T47-48), move NE and pasture pig (T49), move SW and road copper (T50), move N-N (T51) -> chop (T54)

Worker B: cottage (T43-45), move E and finish road (T46), move NE-S and chop (T47), move SE-E and pasture pig (T48-T49), move W-NW and chop (T50), move N-NW (T51) -> chop (T54)

Worker C (T44): move SW and cottage (T44-45), move S and chop (T46), move SE-S and mine copper (T47-48), move NE and pasture pig (T49), move SW and road copper (T50), move N-NE (T51) -> chop (T54)

Settler (T46): move SE-NE-NE (T46), move S-SE and settle (T47)

Adventure One

Citizen 1: Corn farm (T43-)
Citizen 2: Deer camp (T43-45) -> Grassland cottage (T46-)
Citizen 3: Floodplains cottage (T43-)
Citizen 4: Floodplains cottage (T43-)
Citizen 5: Plains cottage (T43-)
Citizen 6: Grassland cottage (T43-)

Mansa's Muse

Citizen 1: Corn farm (T43-)
Citizen 2: Gold mine (T43-45) -> Deer (T46-)
Citizen 3: Gold mine (T49-)
Citizen 4: Grass forest (T51-52)

Copper City (T47)

Citizen 1 (T47): copper (T47) -> copper mine (T48) -> pastured pigs (T49-)
Citizen 2 (T53): copper mine (T53-)
I have to run.
Reply



Forum Jump: