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Micromanagement Sims/Planning

Also, on T84 using growth to 7 in MM, instead of working the plains hill in AO (which I agree is stupid, but then I never did anything with T84 either):

Whip MM 7->5: work deer, gold, plains, plains, plains

Gives 95/60 in the worker, ie 28 overflow to the library

FP works corn, copper, grass, grass

AO works FP, FP, grass, grass, plains, plains

I also took a look at the worker situation around T84.

Around FF we have 3 workers right now, and probably a whipped worker from MM. The MM worker can easily help around FF, but has a hard time moving westwards. Thus, I think we should send E or F westwards after finishing the grass cottage 2N of MM, to help with improving more tiles around TH and then with improving the silk.

With a worker each out of AO and HF it gives us three workers to get the silk up ASAP, three workers for the spices, two workers around TH, and four for GM and ST.
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Updated what I had written to reflect the suggested T76/T77 changes in the capital. We did come out ahead after testing, although the effects were fairly minor. I believe that we traded 2 extra production in Adventure One's library for 2 food and 3 commerce. That's an unquestionable improvement, although I'm not sure it was worth the 30 minutes I spent testing it. smile

Unless we can find a substantial improvement in the plans, something more than one or two beakers here and there, I am going to use what we already have typed: https://docs.google.com/spreadsheet/ccc?...uNVE#gid=0
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Updated T76 sandbox
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(December 9th, 2012, 12:59)kjn Wrote: Updated T76 sandbox

This t76 sandbox contains a few corrections compared to the above.
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I've written up Novice's new micro plan (it was posted into the Turn discussion thread) onto Google Docs now.

Note that the document is writable for anyone, but don't change anything in the sheet named "Novice's" unless you're, well, Novice. I can't guarantee I haven't done any errors in the documentation, however.
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novice's variation looks good to me. Wish we had one more worker though - it's unfortunate that the flood plains cottage couldn't be finished before we found Seven Tribes.
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Yeah, but now it's the way it is. And we can't complain about a city that grows to 2 in 5t.

For that matter, GM may start out slow, but boy does it grow! And we're short on workers too, with Calendar coming up soon. I think we should start a worker T81 or T82 in MM with Novice's plan and whip it T82 or T83.
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What's the GPP status in MM? How much do we hurt the shrine ETA if we whip a worker at size 6 asap?
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(December 10th, 2012, 02:41)NobleHelium Wrote: What's the GPP status in MM? How much do we hurt the shrine ETA if we whip a worker at size 6 asap?

MM will be at size 6 and 62/100 GPP on t77. If we assume whipping a worker asap means working no priest turns until (at least) t82, MM will be at 72/100 GPP on t82.

My plan has MM at 90/100 GPP on t82.
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Anyway, my feeling is that we can make do with the worker force in my plan until t82. No cities are lacking tiles to work. GM is growing like a weed, but it and HF are nicely set up to whip stuff, we can whip workers, lighthouses, galleys, settlers. With calendar incoming we can afford to whip a bit harder temporarily.

EDIT: Just some numbers:
We have 8 workers, 9 from eot78.
We have 6 cities, 7 from t80, 8 from t83.
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