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Micromanagement Sims/Planning

I don't see us planning enough coastal cities for it to be worth it in my opinion.
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(December 18th, 2012, 15:41)Shoot the Moon Wrote: I don't see us planning enough coastal cities for it to be worth it in my opinion.

Best guess about the map is that it is a series of inland lakes of ~20 tiles each. 3-4 cities per lake at most, so we'd get maybe 5-6 lake cities for that commerce, so 10-12 extra routes. At least they'd be intercontinental, unless the smart teams punish us because they don't want to lose in the exchange. I think we'd be better off putting our hammers into.... basically anything. With diplo on, I can see someone organizing a trade boycott against us. Not worth the potential of that kind of penalty for so few bonus routes, IMO.
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I don't think GLH is worth on this map, even more so in our situation where we'd be better off imo expanding. @rego, do you have failgold in mind?
Kalin
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(December 18th, 2012, 16:10)kalin Wrote: I don't think GLH is worth on this map, even more so in our situation where we'd be better off imo expanding. @rego, do you have failgold in mind?
Kalin

I didn't have anything particular in mind - just wanting to make sure we're exploring all our options. I've been pretty convinced by the arguments against it here.

If we get a LH up in one of those cities, it does make sense to put our 1hpt into GLH rather than a building or unit
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I don't see why we would dump random hammers into GLH. Once we get stone there are much better options for fail gold.
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Kids kept me up so I refined my sim somewhat to something I'm pretty happy with. It runs to turn 92, although I reckon the last half of the sim will always need changes when we plan out the continuation.

I'll try to make an illustrated walkthrough tomorrow - meanwhile, here's a save stack.
https://dl.dropbox.com/u/15215428/ISDG1/...%20t92.zip
I have to run.
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My micro suggestion for turn 80 to turn 92. End-of-turn saves are here: https://dl.dropbox.com/u/15215428/ISDG1/...%20t92.zip

Turn 80:
[Image: t80.jpg]
Everything's proceeding according to our existing micro plan. One addition: The axe in TH moves towards MM and then spice city, to guard that city once the axe by the spices moves further east, scouting. TH completes a new axe eot which will stay at TH. Also, the injured axe NW of ST moves into ST. The healthy axe N of ST moves NW-SW along the new road, and goes scouting.

Turn 81:
[Image: t81.jpg]
Still following our existing micro plan.

Turn 82:
[Image: t82.jpg]
Bananas have been chopped. We should follow NobleHelium's suggestion and position an axe on the bananas. One worker from the banana completes the cottage SE of TH - the other part cottages the tile 2NE of HF. Run 30% science so we get enough beakers to finish Calendar eot86.

Turn 83:
[Image: t83.jpg]
Forbidden Fruit is settled and it works the corn. The three workers in the area move onto the spice forest. In the north, one worker moves onto the silks, another part-mines the hill NE of HF. The worker 1S of AO moves 1W and part cottages for a turn. In the southwest, we have one worker cottaging the FP 1S of GM, and the workers who pastured the cows do not road it, but instead part-cottage the tile 1N of ST. Work two priests in MM to get the prophet for the shrine this turn. FP puts 19 hammers into a barracks, we can 2-whip it later for overflow into MoM. If we want to adopt Monotheism we'll have to remember to whip the barracks first. Horse Feathers completes its lighthouse and starts a galley. The axe that completed in FP makes its way to GM for millitary police. Max science.

Turn 84:
[Image: t84.jpg]
The workers 1N of ST move to the wheat and farm it. The workers on the spices chop the forest, for an instant granary in FF. The worker NE of HF part-mines another turn, joined by the worker from AO, while the silks are roaded. Focal Point needs to kill time waiting for Calendar so it starts a library. Hammers into a unit would just decay later. MM works a slight food deficit while getting 4 hammers overflow from the library completing.

Turn 85:
[Image: t85.jpg]
HF switches to a settler. The silks road completes and the other two workers start chopping it. MM builds a worker with a slight food deficit, making 16 base hammers for 20 hammers into the worker. One worker moves from the chopped spices and 1N to road those spices. The other two workers on the spices move to 1W of FF and cottage that tile. The worker that completed a FP cottage at GM moves to 1N of ST to finish the cottage on that tile.

Turn 86:
[Image: t86.jpg]
Silks chop completes, and two workers move from the silks to put cottage turn 2 and 3 into the tile 2NE of HF. The other workers continue their current projects. Focal Point starts a worker. MM is reconfigured to 0fpt and 10 adjusted hpt into its worker.

Turn 87:
[Image: t87.jpg]
Calendar is in. Min sci on Currency? In the southwest, start cottaging the FP sw of GM. Horse Feathers whips its galley, GM borrows the iron, and ST works the plains cottage for a turn for granary timing reasons. FF grows onto a flood plains (claimed by MM's third border expansion). The workers 1W of FF have completed their cottage and start a spice plantation. The worker in FP is whipped for overflow into MoM. The worker on the silks completes the cottage 2NE of HF, and two workers start a banana plantation.

Turn 88:
[Image: t88.jpg]
New axe from TH moves towards HF. HF completes galley, overflow to settler, which completes with 0 overflow. The galley holds. Third workers join the plantationing efforts to hook up bananas and spices. New worker from FP moves to river grass hill to mine it. Workers from wheat, having roaded it, join in the effort of cottaging the FP sw of GM.

Turn 89:
[Image: t89.jpg]
Axe and settler board galley, which then moves 2W. The three workers on the bananas cottage the tile 1S of TH. The three workers on the spices start preparing hooking up FF's bananas once the borders expand. Details tbd, I won't bother mentioning them again. In the southwest, two workers start cottaging the tile nw of ST, one worker starts cottaging the tile se of GM. Seven Tribes is working the plains cottage again, for granary timing.

Turn 90:
[Image: t90.jpg]
Max science on Currency. Settler and axe dropped off. 2 idle workers by TH start the silks plantation. New worker from MM moves to river plains hill to mine it. MM starts a settler, works slight food deficit to get to 10/100. Seven Tribes works max food but enables "avoid growth", to reach 24/24 food without growing.

Turn 91:
[Image: t91.jpg]
Settle horse city, work horses. Galley picks up two workers from HF area, remaining worker continues silks plantation, which will complete on t93. Whip settler in MM, rejig tiles to make sure everything is worked. More cottaging in the southwest. Seven Tribes turns off "avoid growth", will grow at end of turn with a full granary. GM works iron instead of a plains cottage because HF needs to work coast to grow in 1.

Turn 92:
[Image: t92.jpg]
Galley moves into the stone city and the workers can immediately start the horse pasture. All is well in the Realms Beyond. We have a settler in MM ready for new adventures. Note that the workers in the FF / FP area might need different assignments in the preceding turns, to help prepare for this settler.

Worker moves around Forbidden Fruit:

Quote:85: E and F road in place. G moves S-SE-NE (239) onto the banana.
86: MM whips worker Z, works gold, three plains cottages, deer for 0 net food. Grass cottage goes to FP. E and F move S-SE (23) and road. G roads the banana.
87: MM overflows into another worker, working the same tiles. Z moves SE and puts another turn into the cottage. E and F move NW-N (78) and plantation the spice. G finishes its road.
88: Z moves NE-NE-N (998) and helps finish the spice plantation with E and F. G starts chopping the banana. MM finishes the second worker, same tiles.
89: G continues chopping the banana. E, F, Z move S-SE-NE (239) onto the banana. E and F finish the jungle chop. Z starts the plantation. New MM worker does something TBD.
90: E, F, G, Z all finish the banana plantation.
I have to run.
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Some comments and thoughts on Novice's outline:

We will have circa 8Cpt more in the game compared to the sandbox, due to international trade routes. It likely won't speed up Calendar, but I imagine we'll get Currency at eot 92.

Is the settler in MM meant for the corn-fish border city towards CFC? I think it will need two axes to escort the roading workers and the settler, and then the workers to road, farm the corn, and chop, probably three or so. We will need to find those units somewhere and make sure they're around FP on T91 or so.

I think we will need to get another worker built, if possible. Second Coming will require quite a bit of worker actions, HF is quite underdeveloped, and AO could also use a few more cottages. What about whipping a worker each from GM and TH? TH can do a 5->3 whip, and GM a 4->2 or 5->3 whip. We should at least try to get a cottage on the tile 1E of the iron and 1N of AO's corn.

Should we plan on putting our Moai statues in HF once the stone is connected? The city has decent production potential, two water tiles it will use all the time, and five more water tiles it can use. I doubt we will find a better candidate in a long time.
Furthermore, I consider that forum views should be fluid in width
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I wouldn't whip GM, it has such awesome tiles to work. But we can whip HF and TH. Is Second Coming our stone city?

I don't have a particular location in mind for the t92 settler, but I guess the corn/fish city makes sense since we need workers in that area anyway for chopping MoM.

I think building Moai in HF is a good idea. So maybe whip workers there and overflow into Moai. We need to slot in Masonry then.

And we should consider teching Monotheism and adopting OR for our MoM build. What do the numbers tell us, is OR worth one turn of anarchy?
I have to run.
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Regarding stone. I was also thinking that maybe Seven Tribes could grow to size 6, whip an aqueduct and chop Hanging Gardens. That also gives the workers there something to do once they've improved all the riverside tiles.
I have to run.
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