Ah. Strangely enough, I have a harder time following a savegame stack or graphical notation - I have to play it through myself and note down things to be able to wrap my head around it.
Will try to be better at creating a savegame stack in the future.
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This is VERY pertinent for next this turn, so I think we should put hammers into an axeman instead of the barracks at AO. We'll finish it by whipping a worker or settler at size 9 and overflowing to it. It's obvious that novice was planning to whip the stored worker on t93, we should just put those and the barracks hammers into a unit instead of the barracks.
(January 9th, 2013, 01:15)NobleHelium Wrote: This is VERY pertinent for next this turn, so I think we should put hammers into an axeman instead of the barracks at AO. We'll finish it by whipping a worker or settler at size 9 and overflowing to it. It's obvious that novice was planning to whip the stored worker on t93, we should just put those and the barracks hammers into a unit instead of the barracks.
Hopefully this comment isn't necessary, but I strongly agree. Barracks is not useful at this stage of the game, certainly not in the capital.
I'm working on a sim. It will not be perfect but hopefully someone can take both our plans and figure out the best parts and come up with a merged plan.
(January 9th, 2013, 02:34)NobleHelium Wrote: I'm working on a sim. It will not be perfect but hopefully someone can take both our plans and figure out the best parts and come up with a merged plan.
Yeah. I know my tile and build micro is far from perfect - my overriding goal was to get Currency end of turn 92 even without depending on pillage gold for Alemanni.
The key move there was to allow FP to get to 25/30F by growing on the Library or MoM before whipping the worker. I think my whipped library in GM on T90 also helped (though that can probably be exchanged for a settler whip by first growing to 7 - might be worth looking into).
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I don't think we should be too concerned with that. We can probably work extra coast or whatever if we are short. I'm already doing the worker as a 6->4 whip in FP though.
I'm reasonably happy with this stack. It makes t92 Currency if we get at least 10g from the barb city. I think that is a safe bet, and keep in mind that if we fail to take the barb city we'll actually save commerce short term from maintenance (and reassigning those workers). We can also save 3g by moving the ST axe back inside borders (we'd have to do that starting this turn though, and we could have done it last turn to save 1g).
I probably overwhipped MM in an effort to get the CFC border city settled soonish, so depending on what happens diplomatically there we can delay that city. We end up with 15 workers and probably still need more for chopping MoM and HG if we go after that. We'll revolt to HR/OR and then build them I assume? MoM is going to be very expensive without OR, even with all those forests. I think the anarchy turn will be easily worth it, given that we've already adopted Hinduism.
NOTE: There is an ERROR in the t86 (current) save, we should be working the coast instead of the deforested silk in HF.
I'm going on a trip tomorrow so I won't be able to contribute much. In general though I'd focus on good tile management first, and then see what's needed to speed up currency. The benefit of 1 turn of currency is quite quantifiable, so it should be easy enough to see if any sacrifices in efficiency are worth it. (If growing FP a bit longer is sufficient, I think growing FP to 6 and whipping a settler is an option. 3-whipping our MoM city is not ideal though.)
(And I'm also against whipping any barracks.)
Oh and if we need something to put hammers into, war chariots will be an option soonish.