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Micromanagement Sims/Planning

(November 9th, 2012, 05:51)novice Wrote: Updated sandbox: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave

Thanks! It's really helpful to have an updated sandbox at all times.

There is one small error in the sandbox: the tile 1NE of the cow should be a forested plains tile, not a forested grass tile (this one has been in it for a long time, but I only noticed it yesterday).
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(November 9th, 2012, 06:26)kjn Wrote: There is one small error in the sandbox: the tile 1NE of the cow should be a forested plains tile, not a forested grass tile (this one has been in it for a long time, but I only noticed it yesterday).

Fixed.
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Updated sandbox (T64):
https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
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Updated sandbox (T67)
https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave

In the sandbox we already have the 61 failgold from Oracle. In game I think we'll get it eot67 due to the simultaneous turns mechanisms.

EDIT: There's one error in the sandbox - Duram has put two turns of chops into his forest, instead of roading it.
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Ok, I spent quite sometime sandboxing our next ten turns and here is a short summary what I managed to complete. I am happy to elaborate my initial micro in more detail if our more experienced micro experts are interested.

Main points:
T70: Keep Clam settled
T71: Junglegem settled with settler from MM - Cow directly online
T72: Library chopped
T74: City 7 settled with settler from AO (I placed it on the PH next to the corn in the south east - there are easier places
T75: IW researched (we can get it T74 with more careful micro than I used)
T78: Gems online

This is not as fast as kjn's initial gem city micro. That is mainly caused by sending one of MM's workers to improve city 7. And of course because I'm green.

Point's to consider for the near future:

T67: Move our new worker from MM to the forest next to cows (NW-W). Move the worker that is already on that forest W and start roading cows. This enables meaningful use of our new worker born in Horse Feathers.

T68: Start moving our warrior that is currently 3N of Horse Feathers towards jungle gem city. This is the only way for getting the city safely up on T71. In emergency HF can whip an axe. Our fresh axe from MM can play zone defence on the cows until our spear arrives to Junglegem or possibly move directly to HF.

I did let our capital grow to 31/32 food on library, then work settler until 30/100 production and triple-whipped the settler.

If we go sailing first, it will delay getting gems online (at least one, probably two turns). I would definitely go IW first, we need the +1 happy.

After settling the 3 cities we were about breakeven at 50 % science rate.

Pics:

EOT 69:

[Image: ISDG%20EOT%20690000.JPG]

- Axe ready to cover HF if needed.
- 3 workers start chopping for library
- Worker under Axe pastures cows (ready T71)


EOT 75:
[Image: EOT%20750000.JPG]

This is just an example:
I placed "City 7" in the southeast. One of workers from MM came to support, one came from "Keep clam" after the granary was chopped (T70).
There are probably easier and closer options, main point is that we can get all these cities up and still have at least somewhat effective worker support for them.


I hope that these ideas are at least a bit helpful for our experts. smile
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It was Novice and IIRC Noblehelium who did most of the post-Oracle micro planning, I've just followed a few of their ideas.

I think we should reserve settler #7 for our horse spot, since I expect we will find those reasonably soon.

BTW - I can really recommend filching one of the Google docs micro plans that Seven started, and that Novice and I have continued working on. Makes it a lot easier to follow along, but also to document.
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Good work, Fintourist. A couple of points:

- The axe from MM can guard the Bananagem city if we road e.g. NW and NW-W of Bananagem Mansa's Muse. Speeds up the axe's passage and gives our new worker from MM something to do. Then the warrior 3N of HF can go scouting instead.
- I would probably build the road to Bananagem NE-NE-NE from HF.
- I would grow AO to size 7 before whipping the settler, for increased commerce.
- I don't mind delaying the AO whip a bit, we could also make it a double whip. I agree with kjn that we could save this settler for a more important site than what we can currently see/reach. Especially if rushing the seventh city delays hooking up the gems. And delaying the gems delays a road to the germans for trade routes.
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I go now to sleep, but I will continue tomorrow. There are couple of reasons why I did not write detailed micro:
1. My plan is only initial at the moment and subject to change
2. It takes time to document it but also read it. I am a bit sceptical that anyone would read/play through detailed micro from a greenie such as myself.
Therefore I just try to give some food for thought for more experienced players and I will put more effort into documenting if somebody is truly interested in reading it.

Novice:
Do you mean that we road NW & NW-W from MM? Both road plans you presented sound good and probably managable if we don't send any of the workers to prepare site 7. If we are "1 worker down" it will get difficult to bring enough worker turns for roading. Growing capital to size 7 before whipping delays the settler only 1 turn. And city 7 will be fast up. But you are right, that combined with double-whipping the settler is probably the best idea since it gives us also more time to scout possible sites in the south west.

EDIT:
After having problems to fell asleep because of thinking civ, I have to admit: Those are really good points novice! smile
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OK, I'm a bit hesitant to play this turn without a longterm plan in place. We still have all day today (Sunday) to figure something out. If we don't come up with something, I'll just play things according to my best judgment tonight. I know that simming things out can be a real pain, but it definitely helps in the long run. Thanks to Fintourist for taking the first stab at this.
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Fintourist Micro baseline smile

Ok, here are my ideas regarding our play in the coming turns. I hope that novice or anyone else who is doing our micro has time to scroll this through. Since this post will be very long I use spoiler tags..

Summary

Cities (Turn Founded):
T70: Keep Clam
T71: Junglegem
T74: City in the south, "Horse"

Techs:
EOT73: Iron Working
EOT77: Sailing

T78: Gems online


The suggestion:

I again used pictures instead of excel, but added in some comments. I hope this is somewhat readable.

T67

- MM completes axe & works plains hamlet so that we finish Maths
- new worker from MM moves NW and pre-roads
- new worker from HF moves NE-NE
- MM chops are delayed and workers pre-road

[Image: ISDG%20EOT%20670000.JPG]

T68

- Settler is chopped in MM
- FP completes an axe with whip overflow
- AO starts putting more hammers into settler
- Workers that were born in T67 road
- New Axe starts to move towards Junglegems
- New settler starts to move towards Keep Clam
- Fogbuster warrior starts to move towards HF, military police required

[Image: ISDG%20EOT%20680000.JPG]

T69

- Road NW-W of MM is completed enabling our axe to guard Junglegems in time
- The most eastern worker moves into MM, other two workers move onto new forests
- In the south one worker keeps cottaging, one pre-mines near Keep Clam or pre-cottages SE of AO
- New Axe from FP starts to move towards Keep Clam. This frees up our other axe to scout for the next city site

[Image: ISDG%20EOT%20690000.JPG]

T70

- Settler & Axe move into the Junglegem city site.
- Worker that finished the road moves onto the forest S of Junglegem
- Worker from MM pre-cottages riverside plains
- AO grows into size 7, next turn settler will be whipped. (I prefer triple-whipping the settler. If we delay the whip now, it means that we have to delay our next whip in AO as well, because we have to wait for unhappiness to cool-off. This is of course a subject that should be discussed)
- Keep Clam is founded and it immediately receives granary (I like Maths).

[Image: ISDG%20EOT%20700000.JPG]

T71

- Junglegem is founded
- Worker that moved 1S of Junglegem pre-roads
- Worker that pre-cottaged last turn starts pasturing the cows
- MM & HF have to wait for whip anger to cool of and they put hammers into worker/settler (MM could also work priests in order to slow growth by 1t)
- Settler is whipped in AO
- Cottage is completed at Keep Clam

[Image: ISDG%20EOT%20710000.JPG]

T72

- Library is chopped in Junglegems
- Forest S of Jungle gems is roaded
- MM's whip anger is about to cool off and city can again grow
- New settler starts to move towards the new city site (hypothetically in the south)
- Workers near Keep Clam start roading towards it

[Image: ISDG%20EOT%2072%20North0000.JPG]

T73

- Iron Working is finished
- 3 workers chop the granary for Junglegems
- 2 workers finish pasture (In my previous run I finished the pasture when JG was founded, but granary was delayed. I believe this is better and also works better regarding worker turns)
- FP's growth is stopped because of whip anger and is starts putting foodhammers into worker
- In the south workers continue roading and settler moves towards a site for City 7.

[Image: ISDG%20EOT%2073%20North0000.JPG]

T74

- 2 workers move NW of Junglegems
- 2 workers road the cows
- 1 more cottage turn put into riverside plains
- Hypothetical "Horse" city is founded

[Image: ISDG%20EOT%20740000.JPG]

[Image: EOT%2074%20South0000.JPG]

T75

- NW of Junglegems is roaded
- 2 workers move from cows onto the gems tile
- Whip anger is about to wear off at HF and growth continues
- Capital growth is stopped for two turns before gems enable further population

[Image: ISDG%20EOT%2075%20North0000.JPG]

T76

- Gem tile is roaded & chopping the jungle begins
- Growth at FP resumes as whip anger is about to disappear
- 2 workers support in the south Keep Clam & Horse city, which both grow on floodplains cottages.
- Cottage finished at MM

[Image: ISDG%20EOT%2076%20North0000.JPG]

[Image: ISDG%20EOT%2076%20South0000.JPG]

T77

- Jungle is chopped and mining gems has begun
- Sailing is about to finish
- Growth at AO can continue

[Image: ISDG%20EOT%20770000.JPG]

T78

- Gems are mined & online
- Remaining workers pre-cottage
- FP double-whips the library as we start to run short of improved tiles in our core
- HF puts hammers into Galley

[Image: ISDG%20EOT%20780000.JPG]

T79

- HF whips Galley
- FP completes worker with the whip overflow
- Growth at AO is halted, whip anger will disappear in two turns
- Cottage S of Junglegems is finished
- Other workers in the north pre-cottage
- In the south Keep Clam & hypothetical "Horse" City have been working shared floods plain cottages. Keep Clams gets the border pop at the end of the turn.

[Image: ISDG%20EOT%2079%20North0000.JPG]

[Image: ISDG%20EOT%2079%20South0000.JPG]

Comments

- I did not optimize research rates. Tech times will most likely remain the same. Sailing first slows down getting gems. If we want to put our city 7 on the island that is of course an option. In that case we have to also solve the dilemma: how can we build the galley in HF since the city is recently whipped.
- When cities were growing I did put the hammers mostly into libraries, military is a valid alternative.
- When I was halting the growth I put hammers into workers/settlers. I think at least one of the cities (AO, MM, FP, HF) should put hammers into a settler so that we can whip it and settle city 8 soon after the galley finishes (EOT79).
- I did not use priest specialists when I avoided growth, especially in MM it might be a good option.
- Tile micro that I used was pretty intuative: HF worked mostly the lake tile and at size 5 it has to work in my micro unimproved silk or priest specialist

I hope someone did read this and it's at least a bit useful. I am sure that we want our better micro experts to create the final plans. crazyeye

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