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Micromanagement Sims/Planning

Hmmm. Well, I didn't spend much time thinking about that. I have a general sense of just getting the most stuff - and getting cottage turns while still working all resources seemed like the best overall move. You are right in that half-finished investments don't do anything, so maybe that's the wrong way of thinking about things.

I'll be happy if we adopt my preference for the cottage building in the west. nod

(There was an error on the t66 save. But I described the correct configuration in the post.)
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Ok, I sat down with Novice's plan, and did my own modifications. I'm glad I did.




T67 savegame

Micro plan

Notable points
  • The axe from FP gets delayed 1t, so we must use the MP warrior in AO to secure KC.
  • No use of coast, and very limited use of the lake.
  • Whip to 2 with immediate growback in MM on T66

Areas to look into
  • It might be possible to avoid the 90% teching on T67 by delaying the whip of the worker in HF from T66 to T67 and working a priest or two. That might also make it possible to work the copper in FP on T67.
  • We still have a few worker turns (1 to 3) available in the HF-AO area available, since the FP cottage for KC is finished 1t early.
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What is an advantage of your plan, kjn?
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No use of coast tiles, and the lake tile is only used twice. Slight possibility of being able to work the copper in FP on T67.
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That's not a benefit in and of itself. Yields appear to be lower from the pic. Maybe the benefit is more cottage turns?
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Yeah, I get 25 grass cottage-turna and 11 plains cottage-turns, vs 23 and 8 in Novice's. In your I get it to 25 and 11 too.

I'm noting down the raw commerce we get on each turn in my plan now - that way I think we can identify the best turn to run a gold surplus.
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Interesting! So is there any benefit over my plan to compensate for for the lowered pop levels in MM and the much-delayed Axe exploration?
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Now I went through the plan and revised it - this time I got 23 grass cottage and 13 plains cottage turns, and ended up with a 3g and 2b surplus. I think I should try out with running gold surplus on on T61 or T63 instead.

Lets see, at eot67 I have:

AO: 31/32F, library 16/90, settler 10/100
MM: 14/26F, Oracle 150/150
FP: 24/26F, axe 22/35
HF: 23/24F, work boat 36/30

You get:

AO: 25/32F, library 14/90, settler 10/100
MM: 19/26F, Oracle 150/150
FP: 23/26F, axe 28/35
HF: 23/24F, work boat 36/30

So I'm ahead in food and production in AO, behind in food in MM, slightly ahead in food in FP but behind in hammers (we might be able to micro the research so we can work the copper there that turn), and HF is the same.

ETA: Here is Novice's, for completeness:

AO: 22/34F (size 7!), library 13/90, settler 10/100
MM: 19/26F, Oracle 151/150
FP: 13/28F (size 4), axe 21/35
HF: 22/24F, work boat 28/30

In terms of of a T68 settler from AO, Novice's is best (7->4), followed by mine (6->3 with growth to 4) and then Seven's.

In terms of cottage development, Seven's is tied with mine, and they are better than Novice's.

In terms of scouting, Seven's is best. Mine is better at work boat scouting, Novice's is better at axe scouting.
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BTW - by my calcuations we need 75g for the run. I think the best option might be run to 20% science on T62, giving 42g and 13b. Otherwise T64-65 gives nice multiples of 5 or 10.
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As impressive as this work is, I will need one agreed upon micro plan fairly soon so that we can start playing the turns. Debate away. smile
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