Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Micromanagement Sims/Planning

I think Seven's plan with splitting A&C and getting the road to CivPlayers up gives the best balance between worker turns and tile improvements (yes, the road to CivPlayers is a tile improvement worth 7C).

A will road 2W of BbB on T96-97, road the tile SW of BbB on T95 © and T98 (A), C will road the forest 2S of BbB on T97-98, and then they will team up to farm the wheat T99-101.

Winery is up T103 (roaded T104) if we do that first, and T105 (roaded T106) if we do the chop first. Thus, we might suffer from unhappiness if we chop first, since we will need to road the wines as well. I think winery first is best, and then we can get a double chop on T106 (of the forests 2S and 2W of BbB).
Furthermore, I consider that forum views should be fluid in width
Reply

(February 2nd, 2013, 06:53)kjn Wrote: I think Seven's plan with splitting A&C and getting the road to CivPlayers up gives the best balance between worker turns and tile improvements (yes, the road to CivPlayers is a tile improvement worth 7C).

A will road 2W of BbB on T96-97, road the tile SW of BbB on T95 © and T98 (A), C will road the forest 2S of BbB on T97-98, and then they will team up to farm the wheat T99-101.

Yeah, this is just what novice posted except we might save a gold, since we avoid one turn of one of them being outside borders by starting the in-borders road first.

Quote:Winery is up T103 (roaded T104) if we do that first, and T105 (roaded T106) if we do the chop first. Thus, we might suffer from unhappiness if we chop first, since we will need to road the wines as well. I think winery first is best, and then we can get a double chop on T106 (of the forests 2S and 2W of BbB).

I haven't played that far but I have to agree that winery next seems like it would be best.
Reply

Good job, guys.
I have to run.
Reply

Got a question about Mansa's Muse

Would it be viable to build a Market there in near future? ... together with the shrine i think it would be worth it
Reply

Here's a draft for T104 Hanging Gardens, revolt to HR+OR on T100, and getting the wines up on T105, et c et c.

There's quite a bit of room for improvement. I missed to whip Focal Point's barracks before the revolt, the worker micro around Forbidden Fruit definitely can be improved, and the write-up definitely contains some errors (but hopefully nothing major).

Micro spreadsheet
Savestack

The changes that are for this turn compared to Seven's first plan are:

Adventure One works 2xFP, 2xplains, 4xgrass
Mansa's Muse works deer, corn, 3xplains
Horse Feathers works corn, fish, lake, iron, silk, 2xcoast
Forbidden Fruit works banana, FP, gold

Worker H goes 1N and cottages the triple-shared grass.

The settler from Gourmet Menu will go 3NE-SE, ie to the plains tile SE of AO. It will go to Focal Point next turn.

Note that the corn and gold will swap back between MM and FF next turn, for very quick growth in FF for a few turns.
Furthermore, I consider that forum views should be fluid in width
Reply

Some notes:

The spread sheet I linked to above can be edited by anyone. NobleHelium, Seven, Novice, Sullla: you have carte blanche to correct errors and make improvements to the micro as written.

I assumed we wanted to make Eastern Gem Dealers into our National Epic city, that's why I went for farms there.

We probably should include whipping the barracks in FP on T99, for max overflow into the MoM. It might be enough to get us to an end of turn 108 completion date.

We spent quite a bit of pop on our HG run (2 pop whipped in HF, 2 in AO, and 4 in ST). While we got 2 workers and 2 hinduism spreads from the whips as well, we might want to build it a little slower with less pop invested into the build, eg by not spreading Hinduism in AO first, but sending the missionary directly to ST.
Furthermore, I consider that forum views should be fluid in width
Reply

I'm a bit confused. Does kjn's latest plan build on or fill in the blanks in Seven's latest plan or is it a different alternative? If so, what are the strengths of each alternative?
I have to run.
Reply

(February 2nd, 2013, 13:46)kjn Wrote: Here's a draft for T104 Hanging Gardens, revolt to HR+OR on T100, and getting the wines up on T105, et c et c.

There's quite a bit of room for improvement. I missed to whip Focal Point's barracks before the revolt, the worker micro around Forbidden Fruit definitely can be improved, and the write-up definitely contains some errors (but hopefully nothing major).

Micro spreadsheet
Savestack

Cool, I will take a look.

Quote:The changes that are for this turn compared to Seven's first plan are:

Adventure One works 2xFP, 2xplains, 4xgrass
Mansa's Muse works deer, corn, 3xplains
Horse Feathers works corn, fish, lake, iron, silk, 2xcoast
Forbidden Fruit works banana, FP, gold

I like them. Sounds like Sullla is already going the first and third.

2nd and 4th are debatable. More at the end.

Quote:Worker H goes 1N and cottages the triple-shared grass.

As I mentioned in the main thread, I think this guy needs to go to FP's plains hill to build that mine.

Quote:The settler from Gourmet Menu will go 3NE-SE, ie to the plains tile SE of AO. It will go to Focal Point next turn.

Yup!

Quote:Note that the corn and gold will swap back between MM and FF next turn, for very quick growth in FF for a few turns.

Yeah, I was doing it in the other order for flexibility/conservatism reasons (wasn't sure if we wanted to grow MM or FF next, after this FF growth), and wanted to leave tech options open. Looking closer, I realize it also has the effect that we get more free double-wealth-build if someone finishes great wall in between our next two production turns. Overall I am leaning towards staying with what Sullla did, namely raise research so we get Mono this turn and use the MM library on the gold.
Reply

(February 2nd, 2013, 17:00)novice Wrote: I'm a bit confused. Does kjn's latest plan build on or fill in the blanks in Seven's latest plan or is it a different alternative? If so, what are the strengths of each alternative?

It's a different beast, though I filched his plan for getting the HG, and the development of BbB and EGD. Back when I started working on this, Seven only had the first turn and the worker micro around a few cities documented.

The strengths of my plan, well, I don't have a reasonably complete plan of Seven's to compare with, so that's the main strength of my plan: it's reasonably complete, and manages to complete HG on T104, MoM on T109 or maybe 108, and we can revolt to HR+OR on T100.
Furthermore, I consider that forum views should be fluid in width
Reply

(February 2nd, 2013, 14:57)kjn Wrote: We spent quite a bit of pop on our HG run (2 pop whipped in HF, 2 in AO, and 4 in ST). While we got 2 workers and 2 hinduism spreads from the whips as well, we might want to build it a little slower with less pop invested into the build, eg by not spreading Hinduism in AO first, but sending the missionary directly to ST.

Uh yeah. This is my bad for forgetting again that our capital doesn't have hinduism. (How have we not gotten a free spread yet?) Of course we shouldn't spread hinduism to AO just to build a missionary for ST! lol The only reason I had AO doing it is it was close enough to get hinduism there for the aqueduct build.
Reply



Forum Jump: