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Micromanagement Sims/Planning

Sorry, got off my ass and looked at the saves. I think Broad Beans should finish the cottage 1S of GM, this will finish right on growth. Duram and Horseradish can road the cow and then farm the wheat in time for ST's growth. I think we should keep putting hammers into the library at MM and finish it, then start a worker afterwards and whip it (size 7). We can burn some granary food at size 7 while finishing the Great Prophet (-2 fpt for 3t: work 3 plains cottages, gold, deer, grass cottage, priest) with FF taking the corn.

I'm not convinced that we should be farming the banana. Calendar will take 5 turns at 100%. I think we should work the gems at TH and slowly grow to size 3. I would send the workers south to the overlapped grassland between HF and AO and cottage that, then come back and plantation the banana (12-cottage, 12-cottage, cottage, 89-cottage).
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Made some edits to above post.
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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?

On T82 using Novice's plan we're at 90/100. On taking another look at it, let the city grow to 7 on end of turn 82, work two priests on T83 and put 12H (2F 8H +2 bonus) into a worker, and whip T84. That gives us the shrine on T84 as well.
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(December 10th, 2012, 03:07)NobleHelium Wrote: Sorry, got off my ass and looked at the saves. I think Broad Beans should finish the cottage 1S of GM, this will finish right on growth. Duram and Horseradish can road the cow and then farm the wheat in time for ST's growth. I think we should keep putting hammers into the library at MM and finish it, then start a worker afterwards and whip it (size 7). We can burn some granary food at size 7 while finishing the Great Prophet (-2 fpt for 3t: work 3 plains cottages, gold, deer, grass cottage, priest) with FF taking the corn.

I'm not convinced that we should be farming the banana. Calendar will take 5 turns at 100%. I think we should work the gems at TH and slowly grow to size 3. I would send the workers south to the overlapped grassland between HF and AO and cottage that, then come back and plantation the banana (12-cottage, 12-cottage, cottage, 89-cottage).

Just for clarity, you're talking about worker actions at the end of my plan, right. In which case I mostly agree. Farming the bananas will gain ~6 food at the cost of 5 worker turns, so I'm not sure it's worth it. I think we should chop the bananas though, that's +1 food without wasting worker actions. (I'm not sure if you're advocating chopping the jungle or not).
I have to run.
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Yeah sure, let's chop the jungle. Even though in my quick sims the jungle grew back three times. lol Everything I said is for after turn 80.

And yeah after I ran through it we can run 2 priests in MM on turn 83. However we should do it on a food deficit (-4f IIRC) and let FF have the corn. Burning granary food is very efficient because the food is deadweight until you grow again. And we want to avoid converting food to hammers as much as possible.
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I think farming the banana makes sense if we we prioritise putting up more cottages between TH, AO, and HF. +5F is pretty good, and getting the silk and some more cottages up is IMO more important than reaching +6 as soon as possible.
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I want to caution against changing our micro plans around too much. There's the old saying about too many cooks spoiling the meal and all that. If we have different people changing the plan every few turns, we're likely to lose overall coherency, since we won't be working towards any one goal. I've had the chance to play though the ideas that novice typed up, and I agree that they come out ahead of what we had before. We might be able to come up with something that's better yet, but I would argue the best way to do that is through coming up with something from scratch, not changing individual elements of a pre-existing plan. That's more likely to lead to confusion, since the components of a micro plan usually work together in some fashion. It's also much more likely to confuse whoever is playing the turns if the plan keeps changing every few turns. That can be almost as bad as not having a plan at all!

For the current issues under discussion here, I think we have ample worker supply for the present moment, and I do believe that it's worthwhile to farm the banana resource, even if we override it half a dozen turns later. A 4/0 tile is very valuable at a food-poor city like Tree Huggers, and there isn't anything that pressing for the two workers up there to do in the meantime. When I looked at alternate ideas, they were simply building cottages that other cities couldn't even work yet.
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So, does novice's plan need us to change stuff this turn? Because due to my stupidity we are not in control about the turn roll anymore.

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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(December 10th, 2012, 08:41)mostly_harmless Wrote: So, does novice's plan need us to change stuff this turn? Because due to my stupidity we are not in control about the turn roll anymore.

mh

Yes, we need to change some tile assignments and the build in HF.
I have to run.
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I will take care of it when I get home in 2-3 hours. If we're worried that the German team will end their turn before then bwa ha ha ha, ok, sorry, couldn't finish that sentence without collapsing into laughter. lol

Seriously, one of you is welcome to log in and adjust the capital and Horse Feathers so they look like this:

[Image: t76.JPG]
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