October 22nd, 2012, 02:54
(This post was last modified: October 22nd, 2012, 02:55 by NobleHelium.)
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Shrine at t75 sounds awesome to me. Remember it doubles natural spread chances too. I didn't think it would be that easy to build it in MM. I'll see if I can do some simming tomorrow.
October 22nd, 2012, 04:04
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(October 22nd, 2012, 02:04)SevenSpirits Wrote: Very sloppy sim to get an idea of how long math will take. I continued from our current position by whipping the capital's settler at 30/100 as we've vaguely planned to do, managed workers fairly poorly (several forests were worked due to lacking cottages), and got math eot67. Oracle is therefore due eot68. (I intentionally aimed for that turn to get more efficiency from chops.)
That fits well with my earlier quick-and-dirty estimate.
Quote:I put the oracle in MM for stacked GPP. It's easily buildable either there or in FP given that we are constrained by tech, so GPP seemed like the most relevant consideration.
I like that play. We're research constrained for the Oracle, having a bunch of forests around a real production city is never a bad thing, and having a clean +4 prophet GPP pool is IMO better than having two +2 ones.
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October 22nd, 2012, 04:19
(This post was last modified: October 22nd, 2012, 04:21 by NobleHelium.)
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Did a quick estimate sim. t67 Math looks pretty easy, can probably do t66 without too much difficulty. MM does worker->Oracle, FP grows to 6 (slowly, probably building another unit after the current axe) and whips out the settler for the clam. AO doesn't do much since it mostly just works cottages, we can have it slow build a library. With good chopping management we can probably get a work boat and a granary in Jesus City at size 2 (using three forests), then whip worker at size 4 to overflow into a work boat for the clam.
October 22nd, 2012, 04:24
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(October 22nd, 2012, 04:04)kjn Wrote: (October 22nd, 2012, 02:04)SevenSpirits Wrote: Very sloppy sim to get an idea of how long math will take. I continued from our current position by whipping the capital's settler at 30/100 as we've vaguely planned to do, managed workers fairly poorly (several forests were worked due to lacking cottages), and got math eot67. Oracle is therefore due eot68. (I intentionally aimed for that turn to get more efficiency from chops.)
That fits well with my earlier quick-and-dirty estimate.
Awesome. Actually that's pretty funny, I think you forgot about the time required to finish fishing and priesthood (since t52 + 1 + 2 + 12 + 3 = t70, not t67), but also underestimated our BPT.
October 22nd, 2012, 07:45
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Here's an updated sandbox based on Novice's map hack, played up to T54 with Stonehenge due once you click end turn.
I think I managed to pick up an extra beaker somehow earlier, but then we probably lost one later on due to not being in contact with CFC... We'll have to check the beaker count in Priesthood once the turn rolls. The cottage-turns and the gold is correct, however.
I've done some fixes too - the main one being that Novice forgot our banana!
I found my old post about the map being 84x52 too.
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October 22nd, 2012, 22:57
(This post was last modified: October 22nd, 2012, 23:08 by NobleHelium.)
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Okay with the corrected maintenance we're looking at a t68 Oracle.
The two turns into the riverside plains cottage west of MM can be traded for two turns on the pasture at the cow. There are a couple scattered cottage turns with the other two chop workers, didn't see a way to avoid that with the first pass. If this looks good I can post something more detailed, or upload a save stack. Masonry will have 15 beakers at EOT. 13h overflow out of Oracle. Also, I dumped 5h into Oracle at the capital to bridge the turns between the granary and being able to start a library.
Also note that I removed the extra forest northeast of the fish as Seven mentioned.
October 22nd, 2012, 23:17
(This post was last modified: October 22nd, 2012, 23:24 by NobleHelium.)
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Oh and the t68 save for anyone who wants to check GPP (I did run a number of priest turns when tiles were out) and exact cottage turn values.
We also might want to consider Sailing after Mathematics to explore that possible island to the west. If it is an island settling on it would be well worth it.
October 22nd, 2012, 23:45
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If we can have five cities and Currency on T68, this game might become a farce quickly if we don't get dogpiled.
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
October 23rd, 2012, 13:48
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Noble beat me by a turn. There may be a mistake here and there, I know of one certainly where I didn't change the tech on the right turn and missed a turn at 100% during the research phase on writing, but I don't know how much this will throw our timing off. I tried to minimize wasted worker turns and ended up with a good number of cottages completed/worked around MM/FP. #4 (Jesus City) is up and developing nicely here. Also, up to 48/100 on our prophet. We can max out at 10/turn after Oracle if we run two priests, but that won't happen if we triple whip a settler as I have it set up to do.
No whips went into the production of the Oracle and as it is done here it is set for growth to 6/unhappy next turn and overflow for a triple whip into a settler. Hopefully we'll have a location scouted to send it.
I did this on the fly at my desk at work, so some moves can be simplified, I just had to think as I went. Use this as a starting point.
Noble, how did you manage to get the tech in 1T faster? I'm assuming this has something to do with me messing up binary on a turn (or perhaps more if I didn't catch it). I just triple whipped the library in AO on T68. I'm not married to this idea, but we will regrow about the time we can revolt into HR. Working all improved tiles except FP at #5, cottage due next turn.
Micro planning sheet.
October 23rd, 2012, 14:12
(This post was last modified: October 23rd, 2012, 14:15 by NobleHelium.)
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Messing up binary would lose you at most one beaker, so that isn't it. I just worked more cottages. Notice your AO is size 4, for example. Although it looks like you just whipped it and are overflowing into an axeman, so maybe it was size 6 before too.
My playthrough maybe over-emphasizes commerce, we could probably get another settler out of AO sooner than that. But I'm not sure we'll have the units and workers to road out to another site. My sim has six workers (although one is new) with another finishing at EOT; you only have five workers here from what I can see on your spreadsheet.
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