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Micromanagement Sims/Planning

(October 24th, 2012, 02:56)NobleHelium Wrote: The error in the sim is the extra forest NE of the fish. The forest on the clam city tile is not in the sim, but it is in the live game.

Oh, got it. Yeah, I don't think that changes anything.
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If I ever get a free second, I will try to sandbox. I'd like to see 7 and novice see how much they can perfect an Oracle run too. Basically, if we land Currency with Oracle, then we win. So let's get there.
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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I rolled the sim to T55 and compared some key numbers with the real game:

ObjectGameSimCause
Priesthood76 beakers74 beakersKnown tech bonus from Mysticism
Focal Point4 culture2 cultureEarly natural spread
Forests2E of clam1NW of fishDifferent forest growth

Ie, the differences right now aren't large enough to care about. We get the border pop in FP 1t later in the sim, and lack 2b, but as long as we're aware of the difference and knows the cause I don't think it will matter.

Here's a screen shot of our entire known land:


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You can set the culture amount in WorldBuilder. Beakers is a lot harder but not important in this case.
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NH, I ran through your sim. I liked where you put cottages quite a bit, but didn't like the setup of Jesus City, which involved leaving the granary until size 2 because the workers were in the east a bit too long. So I did a run focusing a bit more on that: I think I worked a few forests, but Jesus city is much accelerated.

I don't have time to fully type it up tonight, but I will try to get up some basic info. I've attached the save stack and I'll describe the movements for this turn:

A moves SW and builds half a road. Next turn he will move onto a forest for Jesus.
B moves SW-NW-W (to 2E of AO). Next turn he too will move onto a Jesus forest.
C moves NW and finishes the plains cottage. He's going to go S next and build the grass cottage by himself.
D moves NW to road and then chop, of course.

FP works the new plains cottage.
MM works a plains forest just for this turn: the 1h overflow makes it temporarily worth an extra hammer, and we will be finishing the worker exactly due to some heavy priest usage.

Jesus city is going to chop out the granary on its second turn and WB on its third turn, swapping to work the fish and grow (carrying over the max of 11f) on its fourth turn.

Another perhaps important point in my sim compared to NH's: AO is going to steal the deer to grow back from the settler whip a turn earlier, working corn/FP/deer instead of corn/FP/FP.

Edit: here's a t68 screenshot:



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I think we are refining this plan pretty well, but there is one other thing I think we should ideally investigate: not following the "whip Jesus as soon as we have 30h invested" plan.
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Are we all agreed on the position of 4th and 5th city? Should we not wait for more scouting, at least for the fish city?

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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Unless our scout in the northwest finds horses in that jungle I think the placement of Jesus City is quite good.

I have updated my T54 sandbox file. I added 2 culture to FP, fixed the forest and jungles so they are as in the game, and added the area to our southeast. I also flattened the possible island to our west to a flatland, since more fog-gazing made me change my mind about what it was.

We are still short 2b.
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I hope to work through some micro tonight, but Seven mentioned getting a GS in our diplo thread, and it was mentioned here too.

What I think we should do is start doing that right in AO. Two scientists will generate a GS in 34 turns, and easily beat out the second Prophet. Ie, we can put the heavy lifting of settler and worker builds on our other cities. That way, we can look at the T100-105 timeframe for our Academy.
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Well, we need a library before we can run any Scientist specialists... I agree that the capital is a likely spot to do so, but probably not in the immediate dozen turns or so. Getting the newest cities up to speed immediately is a higher priority. As long as Adventure One is sitting near the happy cap working all cottages, it's serving its purpose for the moment.

I'll have a chance to look more at this later today. Thanks to NobleHelium and Sevenspirits for taking a stab at this already. [Image: goodjob.gif] Seven, I know it's a massive pain to type out all of your worker movement, but if you get the extra time, I'd love to be able to do a comparison of your moves against Noble's. The more refining we can do as a team, the better off we'll be in the end. I think we might be at 90% of optimization right now; hopefully together we can get that up to something like 98% and avoid any wastage. The team has done an outstanding job of that so far.
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