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Micromanagement Sims/Planning

(January 23rd, 2013, 15:14)novice Wrote: Nice work, BGN. I think aiming for those three cities you highlighted to produce GPs during the Golden Age makes sense.

Speaking of micro plans - any interest in building the HG in Seven Tribes?

Yes! NobleHelium and I chatted a bit about it earlier when we worked on the previous (current?) micro plan too, and I think he's in on it too.

Main question there is how many cities we want before we build it - I think ST should be able to handle it with just two workers. I think 12 cities is the least we should aim for (we will have twelve with Pink Dot and Eastern Flood Plains).
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(January 23rd, 2013, 15:21)kjn Wrote: Main question there is how many cities we want before we build it - I think ST should be able to handle it with just two workers. I think 12 cities is the least we should aim for (we will have twelve with Pink Dot and Eastern Flood Plains).

HGs with 12 cities and stone would be crazy tasty. Anything more than that would just be gravy.
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Why 12, at 9 we are a bit better than break even on hammers (100 + 150 with stone). I'd say even now it'd be worth...

Kalin
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Because whether building the HG is worthwhile is not about whether you can get (slightly more than) those hammers back by whipping the population. It's about the opportunity cost. And it's also about whether you think someone else will build it in the meantime, and how much of a loss that would be.
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(January 23rd, 2013, 15:36)kalin Wrote: Why 12, at 9 we are a bit better than break even on hammers (100 + 150 with stone). I'd say even now it'd be worth...

Kalin

Yeah, but we can't get it that fast. We are not set up for it.
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I envisioned the pink dot location as being perfect for a Globe Theatre permanent draft camp. Most of the terrain is pretty terrible, with non-riverside plains and straight desert all over the place, and with double food bonuses + an oasis + two non-river grassland tiles. Farm the two of them, and the city gets +13 food/turn at size 5. It's not quite enough to draft every single turn from size 6 -> size 5, but it's close enough to draft something like 85% of the time. I see that as being the best way to utilize the otherwise marginal land around the oasis.

This is not incompatible at all with using the pink spot to run large numbers of specialists during a Golden Age. We should be able to transition from one into the other as time passes.
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In addition to our new cities, Gourmet Menu is actually a good candidate to spit out a GS for an academy too. Probably the first one.
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Globe is 300h, which would be a significant investment for that location. Since the city grows so quickly, a series of 4/2 max overflow worker/settler whips would be good. However, once we get it built, the +6 culture would help keep control of the area. I like the Globe here.

Regarding where to get the GP from, generally speaking, I think it is best to take the earliest GP from the city you want to inflict the least pain. Gourmet Menu certainly has a good enough food surplus to get a GP, but I want to grow cottages and work them into perpetuity. As long as we are able to work the shared cottages at Seven Tribes while we get the GP, the tradeoff is not bad in terms of cottage growth, just in population growth. This is fine. I don't have the same concern regarding cottage growth at Pink Dot, Eastern Dealers, or even Western Floodplains, should we get that location. We can abuse those cities for hammers/GPP as needed without much loss of investment.
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Crossposting a plan to build the GWall on EoT98.

T94 when Masonry comes in, we switch to the GW. Work Deer, Corn, Gold, plainhill, plaincot. 20/150. Move a worker onto plainhill.
T95, 1-pop whip the Worker. Work Deer, corn, Gold, plainhill. Put turn into plainhillmine. Worker 105/60
T96 revolt to OR. Put 2nd turn into plainhillmine.
T97 36 overflow. Work Deer, plaincot, Gold, plainhill. GW 123/150. Put 3nd turn into plainhillmine.
T98 Finish plainhillmine. Work corn, gold, 2xplainhill. GW 150/150
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I don't see the value in prioritizing great wall at such great cost. I would rather build it a few turns slower (2-3, IIRC) and not care that much if someone else beats us to it.
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