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Micromanagement Sims/Planning

I spent most of the afternoon creating a micro plan that was based around settling Pink Dot T94 (this should be adaptable to the Red Dot location as well).

T84 beginning sandbox

Micro plan spread sheet

Savestack (contains some errors, eg I did work a scientist one turn in AO instead of the cottage shared with HF, also misses some turns).

Currency at eot 92 is definitely feasible, though it will be touch and go, especially if we do the whips I outline for T92. I have prioritised getting a cottage on FF's flood plains, instead of the additional spice tiles.
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(January 5th, 2013, 12:55)kjn Wrote: I spent most of the afternoon creating a micro plan that was based around settling Pink Dot T94 (this should be adaptable to the Red Dot location as well).

T84 beginning sandbox

Micro plan spread sheet

Savestack (contains some errors, eg I did work a scientist one turn in AO instead of the cottage shared with HF, also misses some turns).

Currency at eot 92 is definitely feasible, though it will be touch and go, especially if we do the whips I outline for T92. I have prioritised getting a cottage on FF's flood plains, instead of the additional spice tiles.

Could you try to explain the gist of it in words? I think that's useful for the casual reader.
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The goal has been to get a T94 settling on the tile 1S of the oasis.

The T87 axe out from Tree Huggers was thus sent southeast - it didn't go on the galley for Brick by Brick (Stone City). On the turn of settling we have the settler 1S of the oasis together with the axe, the road is finished (going 2E-2SE from Focal Point), and there is a worker 2E of FP and one 1W of pink dot, ie we can finish the corn farm on T96.

Around FF there is a grass cottage, a flood plains cottage, and a chopped and roaded banana. 1t has been sunk into the plantation so far. The priority between the banana and the pig of course depends on when Alemanni is captured (I did it T89, and it ended resistance on T92). It is thus similar to Sullla's thoughts on the area, though I emphasised the pig less.

MM and FP has been neglected here - I've largely followed your earlier micro plan here - K and L were used to support settling Pink Dot instead. However, they are currently recovering from the whips so haven't been a priority.

AO has just whipped a barracks and overflowed into a worker.

GM has whipped a library and is working on a light house. I followed your plan in ST, but I wonder if it wouldn't be better to just grow the city ASAP. That way it can pick up tiles from GM earlier.

We have 8 granaries (all cities but BbB and Alemanni), libraries in 4 (AO, MM, GM, and TH), a lighthouse in HF, and barracks in TH and AO. 12 workers and 9 axes.

ETA: our scouting axe in the area, Wyn, had to secure the founding of BbB.
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Which is the Pink Dot, again? The city 1S of the oasis?

(January 5th, 2013, 12:10)Sullla Wrote:
Quote:Turn 84: E, F, G all chop plains spice forest (done)
Turn 85: E road plains spice (1t) / F and G move SW and cottage (2t)
Turn 86: E road (done) / F and G cottage (done)
Turn 87: E plantation on spices (4t) / F and G move NE and plantation on spices (2t)
Turn 88: E move S-SE-NE onto bananas / F and G plantation (done)
Turn 89: E road (1t) / F and G move S-SE and cottage (2t)
Turn 90: E road (done) / F and G move S onto floodplains and cottage (3t)
Turn 91: E move to pigs at captured barb city and pasture / F, G, and worker from Mansa's Muse finish floodplains cottage (done)
Turn 92: F, G move N and finish plains cottage / other worker moves N and roads (1t)
Turn 93: one worker finishes road (done) / other two move onto banana and begin chopping / plantationing

Far from the most elegant writeup I've done, but I hope it will be easy enough to follow. We follow the previous plan by putting down a very badly needed grassland cottage that MM and FF can share while waiting for Calendar. The extra worker here roads the plains spice tile, so that the workers can then head to the south of the city post-Calendar. I think this is much more useful than roading tiles outside of our borders that we can't work or improve. The workers then improve the plains spice for civ-wide happiness. One worker head over to road the bananas en route to improving the pigs at the barb city (I'm assuming we capture the city sometime around T89-T90 after it grows to size 2). The other workers move to cottage the floodplains tile, improving the riverside plains tile while moving to avoid wasting worker turns, and are in position to chop/plantation the bananas as soon as the cultural borders expand.

I'm a bit confused about E after turn 90. I don't really know if we'll capture the city by then (there will probably also be one turn of revolt) and the pig is two tiles from the banana, so you can't move and pasture the tile at the same time.
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Pink dot is 1S of the oasis. Red dot is the tile 1SW 1S of the oasis (1S of the corn) and 4SE of FP.

Blue dot is the northeast jungle city.
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novice, I was thinking along the same lines at Mansa's Muse. If we are going to capture this barb city, we get up to 10 cities anyway, and we'll have a much stronger need for another worker than a settler. Changing the triple whipped T92 settler into a double whipped worker at MM feels like a strong play, again with the one caveat that we do claim the barb city as expected. I think we can get a triple whipped settler from Forbidden Fruit around roughly T97 or so, which would be nicely timed for the rice spot up towards WPC. Obviously this is all just theory for the moment.

Noble, I didn't write out detailed turn by turn instructions for a worker heading off to improve the capture barb city because we still have no idea when it will be taken. That's just a note to send off the one worker around that turn. We can pin it down more firmly once we see what happens.

kjn, I'm not sure at the moment if we want to do a big push for a city south of the oasis. We might not even want to settle there at all, depending on how diplomacy goes. I think we need to wait and see how the current diplo with CFC plays out before we commit to a plan one way or the other.
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Sullla, I agree that we might want to delay a city to the southwest. But then, I think I've shown that it is feasible to get a city down there (I used the 1S of oasis spot since I judged it as the more challenging to support). And a city on the southwest sea bring the benefit of making it much easier to get trade routes with CFC soon.

But a T94 southwest city will work economically and militarily - we're dropping to +80/-89 in gold, ie a hair under 50%.

Anyway, I wanted to get a full documented play-through in of the entire micro plan, with a more sensible development around FF and with a simulation of the extra trade route income.
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(January 5th, 2013, 13:22)kjn Wrote: The goal has been to get a T94 settling on the tile 1S of the oasis.

The T87 axe out from Tree Huggers was thus sent southeast - it didn't go on the galley for Brick by Brick (Stone City). On the turn of settling we have the settler 1S of the oasis together with the axe, the road is finished (going 2E-2SE from Focal Point), and there is a worker 2E of FP and one 1W of pink dot, ie we can finish the corn farm on T96.

Around FF there is a grass cottage, a flood plains cottage, and a chopped and roaded banana. 1t has been sunk into the plantation so far. The priority between the banana and the pig of course depends on when Alemanni is captured (I did it T89, and it ended resistance on T92). It is thus similar to Sullla's thoughts on the area, though I emphasised the pig less.

MM and FP has been neglected here - I've largely followed your earlier micro plan here - K and L were used to support settling Pink Dot instead. However, they are currently recovering from the whips so haven't been a priority.

AO has just whipped a barracks and overflowed into a worker.

GM has whipped a library and is working on a light house. I followed your plan in ST, but I wonder if it wouldn't be better to just grow the city ASAP. That way it can pick up tiles from GM earlier.

We have 8 granaries (all cities but BbB and Alemanni), libraries in 4 (AO, MM, GM, and TH), a lighthouse in HF, and barracks in TH and AO. 12 workers and 9 axes.

ETA: our scouting axe in the area, Wyn, had to secure the founding of BbB.

Bolded above for emphasis. This has not been decided to my knowledge. I'll take this as you set a goal for sandboxing purpose to see that it is feasible, should we decide to do that. I still think red dot is better for our long term position in the game than pink dot, taking diplomatic problems into consideration, unless we were to lose the BbB location and have to secure stone.

The only other thought I have is questioning the barracks build in AO. That city is very low production and will be commerce focused the entire game, until US-powered towns come around. I'm assuming you just used whatever building you had available for whip overflow into the worker, but in this case I don't see us building many, if any, units in AO (I could be wrong), particularly in the short term. I'd rather just put hammers/food directly into workers/settlers here, even if it is slightly less efficient than overflowing from the barracks whip. YMMV on this.
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This.
While it has been stated as a diplomatic goal, it has not been broached as a topic, and I think in general our diplomatic goals towards CFC should be focusing on their support in lowering the turn timer.
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(January 6th, 2013, 00:22)Qgqqqqq Wrote: This.
While it has been stated as a diplomatic goal, it has not been broached as a topic, and I think in general our diplomatic goals towards CFC should be focusing on their support in lowering the turn timer.
While I agree that we should wait for Alemanni and Stone City first before finally deciding where to put the next city, I do not think that the turn timer issue should have an impact on our in-game settling decisions. If there are other reasons to remain friendly towards CFC, like Sullla has given, that's fine.

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