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Micromanagement Sims/Planning

(October 24th, 2012, 05:51)kjn Wrote: We are still short 2b.

A brute-force method to deal with this is in WB to put a cottage underneath one of our cities for one turn. Then the next turn overwrite it with a winery. That should get back the 2b difference.
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What are the terms of our agreement with CFC again? Can we settle say 1W of the oasis?
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Yes, that is possible, although they will probably be quite miffed by that, if we don't notify them in any way.

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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Micro plan proposal: https://docs.google.com/spreadsheet/ccc?...Ww5b2dOVHc

Final save: https://dl.dropbox.com/u/1116194/civpics...dSwordSave

This is a tiny bit different than the run I posted the pic of last night, but only in minor tile selection near the end of the sim, that haven't had an effect yet.
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I assume that tile swapping in MM between priest & plains cottage is planned to maximize overflow from the whip executed 1 turn before completing the oracle?

Does the one frown related to Focal Point mean that we have to work a total of 1 unimproved tile during the next 13 turns. That is of course outrageous.
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(October 24th, 2012, 18:06)Fintourist Wrote: I assume that tile swapping in MM between priest & plains cottage is planned to maximize overflow from the whip executed 1 turn before completing the oracle?

Does the one frown related to Focal Point mean that we have to work a total of 1 unimproved tile during the next 13 turns. That is of course outrageous.

The priest/cottage tile swap is because overflow will be multiplied by 0.8 to compensate for our 25% worker production bonus. So it's best for overflow to be a multiple of 5, so minimum hammers are lost to rounding. Having 1 more foodhammer by working a cottage over a priest would in fact have no effect - that's the worst case scenario for rounding.

I am actually not trying to maximize overflow from the worker. We were quite a few hammers over the mark in my initial run and Noble's sim, so in this run I actually went with choices which lowered hammer output in MM where it seemed efficient, and we're still 3h over 150.

The frown means we have an unhappy population which is not working a tile. In Noble's sim he avoided this by putting a turn into the settler at size 5, so he could whip immediately upon reaching size 6. The reason I did it the other way around is to get the axe out sooner, because it's needed ASAP to secure the clam spot. The downside is negligible: unhappy population don't consume food when you're building a settler, so the only additional cost over the way Noble did it is 0-1g in maintenance for one turn.

From what I remember, we work three forests during the sim: a plains forest immediately in MM, which is effectively 1/3 since it triggers the EXP bonus; and a grass forest twice in FP. I'm not particularly unhappy about any of these.
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Yeah, finishing the axe before starting the settler definitely looks like the way to go.
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Regarding producing a GS for the academy - 200 GSP at the rate of 6 per turn is 34 turns. 200 GPP at the rate of 5 per turn is 40 turns. So it looks like we would need to start (continually) working two scientists within five turns of birthing our Prophet in order to get the GS to pop before a second GP. Keep in mind MM is our second city and will win any tiebreaks except against AO. I don't think we should work scientists in AO while building the Oracle; we could whip the library in AO instead of a settler which would let us complete it on t68 at the same time as the Oracle itself. Then we could regrow back to 5-6 and work two scientists.

I feel like whipping another settler would probably be more useful than whipping the library, but the other part to that is we'd need to have enough units and workers for the new city and I'm not sure that will be the case.
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(October 24th, 2012, 19:19)NobleHelium Wrote: Regarding producing a GS for the academy - 200 GSP at the rate of 6 per turn is 34 turns. 200 GPP at the rate of 5 per turn is 40 turns. So it looks like we would need to start (continually) working two scientists within five turns of birthing our Prophet in order to get the GS to pop before a second GP. Keep in mind MM is our second city and will win any tiebreaks except against AO. I don't think we should work scientists in AO while building the Oracle; we could whip the library in AO instead of a settler which would let us complete it on t68 at the same time as the Oracle itself. Then we could regrow back to 5-6 and work two scientists.

I feel like whipping another settler would probably be more useful than whipping the library, but the other part to that is we'd need to have enough units and workers for the new city and I'm not sure that will be the case.

This is something I've encountered in my sims. In every one I send the spear out of our lands from MM and park it somewhere b/c we're scouting toward WPC now. This leaves us very shorthanded. After a couple runs through, I think I'd prefer to send that spear in a counter-clockwise arc from MM going NE-ish, then N, then NW, W, then back toward Jesus City to clear out another swath of tiles before attending to garrison duty. Maybe we get lucky and meet WPC halfway. Even one extra unit gives some breathing room and doesn't disrupt our maximum output from this micro plan.
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Seven's plan is definitely better than mine. One key difference is that I complete the riverside grass cottage NW of FP two turns before it's actually needed, so sending the workers west sooner definitely makes sense there. This was a relic of my first playthrough where I didn't prioritize JC development as much.
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