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Micromanagement Sims/Planning

It's been mentioned a time or so, but I agree with the recommendation to swap tiles, FP for river grass, between GM and Seven Tribes. Since GM is building a worker, let's put the extra food at Seven Tribes for this turn. We don't need the extra food to finish the worker, the micro plan has it completing at 64/60 as currently configured.

For reference:

[Image: ISDG-540s.jpg]

Micro spreadsheet.
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Another comment on the micro plan: thanks to the known tech bonus to Construction and that we run scientists in TH and AO, we get the tech eot 105 even while running 0% science that turn.
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I looked at founding the ivory city, and we can have it connected on the turn of founding by burning some worker turns.

T104T105T106T107T108
Afarm 4W2NW-NE-NWroad 1road done
Cfarm doneroad 1road donechopchop
Jboard galley2NWNroad 1road done
Settlerboard galley2NWNNfound city

Another option is to use both A and C to road next turn, then pre-chop the tile SW of the horses, and then both road the tile NW of the horses on T108, but I think the above variant makes the workers better positioned for future chopping.
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I like that plan, kjn. (And Sullla.)
I have to run.
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T104 sandbox.

I haven't checked this in detail, but the GNP, base beaker, and gold deficit match.
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As always, many thanks for the continued updating of the sandboxes! bow

I'm not such a big fan of those worker actions, however. We waste two extra worker turns moving onto forest or jungle in exchange for connecting the ivory city to our trade network on T108 instead of T109. I do not think that this is worth the wasted turns, since we have no cities that need the ivory immediately (nor will we even be able to build war elephants on the first turn). Here is how it's written in the micro plan:

Turn 105: A/C finish road on wheat, J move out of galley NW-NW
Turn 106: A/C move W-NW-NW and both chop (1/2), J road (1)
Turn 107: A finish chop, J finish road, C move NW-NW-NW
Turn 108: A move SE-SE and chop (or farm FP), C road (1), J clear jungle or move to plains hill forest
Turn 109: C finish road to ivory city

I need to test out things going forward to know what improvements to go for next, but I don't think we need to emphasize connecting ivory city a turn sooner at the cost of wasting worker turns (and delaying a forest chop in BBB too).
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Should we connect ivory through a back route so it cannot be cut easily by CivP? Later I mean.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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(February 21st, 2013, 09:16)Gold Ergo Sum Wrote: Should we connect ivory through a back route so it cannot be cut easily by CivP? Later I mean.

Definitely. We also have the planned rice city west of Tree Huggers, so a road through the mountain pass will fit nicely with that.

@Sullla Yeah, we might need further testing about a T108 or T109 connection for the city. However, the earlier connection will be worth 4C or 8C (depending on how and when trade routes are calculated), and I'm not sure the slightly later chops will delay the library in Brick by Brick.
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Looking at the BB micro...it is awfully easy to build SoZ there. I'm inclined to agree with that build looking at it - but I think we should delay the swap to the worker until t111, when we would be size 5. Swapping on t110 means we would pay for 3rd citizen's food without getting his production (on t111), so it should be better to just whip 5->3 instead. If we don't have any good tiles to work for the fifth citizen on t111 we can delay one of the PFH chops (put a turn into a mine or whatever) and work that 3h tile.

Actually, if we are using the chops in BB for SoZ, then we should be farming the flood plains before chopping the forests. It looks like the micro plan has us finishing the chops while still working the bare FP the entire time.
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I still think the city is too exposed for that. If we want culture that bad, chop something junky there like Parth. SoZ should be in a city we would never lose at war. Between TGW and SoZ, we would be insanely painful to dog pile.

Also, GPP are much more useful at ED.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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