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Micromanagement Sims/Planning

We can get the work boat on t67 by swapping the corn and lake between AO and HF on t66. This might be worthwhile, AO might not need the extra food anyway since it will be happiness constrained.
I have to run.
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Is there anything in that micro plan that we're still discussing which affects the upcoming turn, T61? I can certainly wait if there is, but if not, I'd rather go ahead and play our turn.
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Yes, definitely. I don't think we should make any worker or city-related moves at all for at least another day.
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(November 4th, 2012, 18:32)Sullla Wrote: Is there anything in that micro plan that we're still discussing which affects the upcoming turn, T61? I can certainly wait if there is, but if not, I'd rather go ahead and play our turn.

The only thing we know to be under consideration is tech rate. Novice's plan has it at 10%, but that ends up giving us slightly more gold than we need.
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Are you endorsing the bulk of novice's plan then?
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I still feel that our worker turns in the west are better used getting the southern cottage built and the northern cottage almost built (one turn remaining for the new worker to finish). We'll have just enough worker turns to finish the flood plains cottage on the turn that the new city is founded, and the new worker can move onto the granary forest on that turn as well. That should still give us enough time to finish chopping to get a full granary on growth. With the current sim we have no turns into the southern cottage so we can't swap to working it as soon as our beaker crunch is over, and HF will grow back to size 4 very quickly.

I'll see if I can get a sim up with this alternative plan.
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I think we can avoid not working the copper by working the plains cottage over the grass cottage in FP, which will boost the plains cottage to a hamlet sooner making up the difference. Currently investigating this.
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(November 4th, 2012, 18:45)NobleHelium Wrote: Are you endorsing the bulk of novice's plan then?

Yeah, I like it.

I played around some more and see a bit of room for variation but right now I'm not up to working on it further. I think it's good enough anyway.

For whatever the details of the final plan are, I suggest checking amounts of gold we can save in the last two turns by setting the slider to various positions, and finding one that, combined with the multiple of 5 gold we can save this coming turn out of 50 commerce, adds up to the total gold we need, which I think is 41. I'm sure this will allow cutting out the working of the coast over the cottage, which should be avoided.
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Okay, I think this is slightly better, assuming the sandbox is not off and we don't end up one beaker short or whatever.

Main differences:
1) I work the plains hamlet at AO on t65 instead of the lake. Give the grass hamlet to FP and have it work that instead of the grass cottage.
2) I work the plains cottage instead of the mine in MM on t66. This boosts the cottage to a hamlet.
3) MM then works the plains mine on t67, which ends up being the same number of hammers into Oracle. I work the newly upgraded plains hamlet in FP on t67, letting me keep the copper over the grass cottage. This barely finishes Mathematics.

And I build the cottages differently in the west as stated. I think this part is strictly better, assuming I didn't miscalculate the granary completion time.

Ignore the weird save names, I did several forks and I find it's easiest to fork by renaming yourself which changes the default name of the saves.




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I don't understand the reasoning behind the FP micro. In my plan, it both grows and completes the axe in 3t. In novice's plan, it grows in 2t, but is behind on the axe. But in yours, you grow in 3t and get the axe in 4t. Seems like the worst aspect of both.
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