January 28th, 2013, 03:46
Posts: 6,893
Threads: 42
Joined: Oct 2009
Our current micro plans are soon running out and I'm already bit off from current ones. I'm not sure, if the amount of work needed for new plans is exceeding the reasonable limits. If it has, we can try to lay out rough scetches concerning worker movements, city builds and research that turn player tries to fulfill as well as possible. Here are few ideas we could follow during the next 10T. Please give your input concerning these and make your own additions:
* WIFOM - Worker near BM is now chopping and could then move to forest NW from WIFOM to chop it towards HG. 1 worker from the workers making plantation could travel to chop the other 3rd ring forest SW from WIFOM. We'll whip monument 25/30
* BM - Finishes Settler with a chop - then continues towards Market and grows to happy cap - We need 2-3 more cottages here, but can work Scientists also in case they're not ready (workers moving help a little here)
* Central horse - We try to get Wheat in the south improved before the city is settled. 2 workers making Silk Plantation move towards Wheat. We also want to land either SoZ or Paya here so the workers from Ramune that have roaded could help chopping here. 1 of our Chariots is also in the central region providing scouting info and little protection
* Ramune - Whips Monument and overflows either towards SoZ or Paya. The remaining forest there is chopped towards the wonder. TEAM has already 40% culture so it takes a while to get Sheep on our side
...
January 28th, 2013, 04:01
Posts: 7,902
Threads: 13
Joined: Aug 2006
I'm fine with moving to a more improvised approach. If we get a few more workers, we can afford a bit sloppier worker micro and focus more on city management and macro plans.
SoZ makes most sense in Ramune, since it's already building a monument. The horse city would have to build a fourth monument before starting the SoZ, I think?
Paya would be nice if we could get it in time to use pacifism during our golden age. Or at least starting with the second revolt of the golden age. On the other hand, philosophy isn't a dead-end tech and bulbing it probably isn't a bad idea. We could get a 100% scientist from the capital during the first 5 turns of the golden age, and then bulb philosophy to run pacifism during the remainder. Or we could use the likely scientist that we're popping next turn. But we need alphabet before bulbing philosophy.
Overall, I think I'm leaning towards letting Paya be for now. We could maybe build it slowly in Horse's Neck just for the fail gold, and if it stays available, maybe even finish it there at some later time, after the GA.
About the HG, I think we should look at how fast we can get it if we whip both an axe and a monument.
If you know what I mean.
January 28th, 2013, 04:28
Posts: 7,902
Threads: 13
Joined: Aug 2006
If it helps to accelerate the HG, we could also enlist worker D and I. D is the one 5E of BM above, and I is the one NE of WR. They were going to lay down cottages for the capital and Weissbier. But Weissbier can work an unimproved tile for one turn at size 4 and then 2-whip a worker, completing the galley after that. And we've got a proud, long-standing tradition of skimping on tile improvements in the capital.
If you know what I mean.
January 28th, 2013, 04:38
Posts: 7,902
Threads: 13
Joined: Aug 2006
Looking in-game, I note that Moai is also off schedule because we didn't put 4 hammers into an axe. So we'll have to delay the axe whip by one turn. No big deal, though. The main thing is to have it on-line before the golden age.
If you know what I mean.
January 28th, 2013, 04:58
Posts: 7,902
Threads: 13
Joined: Aug 2006
Sandbox T109: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
Didn't bother to check beakers/gold since that will be easier after music, but I think it's still pretty close.
If you know what I mean.
January 28th, 2013, 05:10
(This post was last modified: January 28th, 2013, 05:21 by plako.)
Posts: 6,893
Threads: 42
Joined: Oct 2009
Aargh. I thought I did build Axe in OtR, but it mujst have been one of the sandbox simulations then.
Paya is just so much better wonder than SoZ for us. With these NAP's in place SoZ's main feature will be Culture (naturally significant feature in Ramune) for a long time. With Paya we could skip Monotheism and Theology and spare the bulb for Education. Not sure if Monument is needed in the city building SoZ.
D and I seems like a decent choice to be moved fot chopping duty near WIFOM. We're so close that I think we should do a bit more concentrated effort to land HG.
edit. D could put a farm turn in the tile already having 2 and I could put 1T on 2tC plains tile and 1T road SW from WIFOM so that chops would finish in 5T from now. We could time Monument whip similarily or try to maximise overflow gold and whip now.
January 28th, 2013, 05:35
Posts: 7,902
Threads: 13
Joined: Aug 2006
(January 28th, 2013, 04:01)zakalwe Wrote: About the HG, I think we should look at how fast we can get it if we whip both an axe and a monument.
We can get it EOT113 with a single chop if we do this.
On T109, put 4 hammers into a spear/axe while growing (work a scientist).
On T110, 1-whip the monument.
On T111, overflow into THG.
On T112, 2-whip the spear/axe and regrow.
On T113, overflow into and complete THG.
Two workers from the silk plantation can move over to chop the forest, roading N-NE of OTR and S-SW of WIFOM on their way.
I think this is a decent plan. WIFOM doesn't grow so fast, so it can deal with the whip anger.
If you know what I mean.
January 28th, 2013, 05:36
Posts: 7,902
Threads: 13
Joined: Aug 2006
And as a bonus, this allows OTR to seemlessly pass WIFOM in population, and keep growing on representation happiness.
If you know what I mean.
January 28th, 2013, 05:54
Posts: 6,893
Threads: 42
Joined: Oct 2009
Solid plan for WIFOM. Let's do this then.
January 28th, 2013, 08:21
Posts: 13,563
Threads: 49
Joined: Oct 2009
Yup, keep up the good work.
I have to run.
|