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Micromanagement Sims/Planning

(April 1st, 2013, 16:57)sooooo Wrote: T123: I don't really want to see too many cottages in Cutting Edge. That city has 7 hills that could be mined and I'd like to see it pure production - farming the grasslands. Hence on turn 123, instead of having two workers cottage the tile 2W of SImple Life I'd send one over to the Tree Huggers / new jungle city area to help out and have the other worker farm that tile, then go help worker T build grass mines at Cutting Edge.

Agree on Cutting Edge being used for production. However, that grassland is shared with Simple Life, which is a strong commerce location. So why not get a cottage there, and we can put a farm 2N of Cutting Edge (though that's owned by German culture right now). Having a few cottages for reciprocal growth (both of the city and the cottage) is good, even in production cities, when another stronger city can pick up the cottage later on.

We could probably get another building in Cutting Edge instead of the library, too. If we want culture, a theatre is better, and if we want units later on, then I'd like a barracks. Or simply build a unit - with forges delayed we need some MP units for AO. But a theatre is probably best.

One last thing: our sandbox is starting to run ahead of the actual game in both commerce and expenses. I fudged the trade routes using cottages and hamlets under the city tiles, but now those has grown to hamlets and villages. Our costs also differs significantly between the game and the sandbox on T121.
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Those are very helpful suggestions, thank you. I definitely agree with the idea of using the hills at Cutting Edge for a production city; I remember now that we had discussed it as a potential Heroic Epic location for that very reason. I'll adjust the worker micro accordingly. The build would normally demand a forge after granary for a production city, but in its absence probably want a barracks as the next build instead. I don't see a strong need for a theatre when other cities are already fulfilling the Globe requirement and we don't need to push back the German borders.

I also approve of another worker or two from Focal Point since we can't build a forge. Good suggestion. At Seven Tribes though, I cannot justify working a 2/0/2 grassland cottage over a 2/2/2 plains farm in Golden Age mode. Just too much better of a tile, sorry.

I don't think we have too many workers across the lake at Brick By Brick and Ditchdigger at all. They are just barely matching the supply of improved tiles to the rate of city growth. I see no reason to shift workers elsewhere and have these cities work unimproved tiles when they could be working farms and mines instead.

The sandbox is definitely not correct on the economic side of things, but it's off on the conservative side: we make more gold and science in-game than we do in the simulation. This is largely due to all the trade route income that doesn't get factored into the sandbox. However, it's "close enough" for our purposes, and every few turns I manually force it into alignment with the actual game using the debug tools to match up our beakers and gold. As long as we have the tile improvements and city builds matched up, I don't think it's a big deal to be slightly off on the macro numbers, which we can then adjust to keep them aligned.
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One thing we might do is to use one or two of the workers around Ditchdigger to work their way eastwards towards the new city, roading and pre-chopping on the way. That way we prepare a set of tiles for improvement later on, get a land route towards Ditchdigger/Brick by Brick, and the workers can easily move between both our cities to the north of the sea (should we give it a name?).

Of course, this depends on how great the demand for improved riverside tiles is.
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As for the sandbox, yeah, as long as we're aware of things it's OK. It's more a case of being certain we ARE aware of things.
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(April 2nd, 2013, 09:01)Sullla Wrote: I don't think we have too many workers across the lake at Brick By Brick and Ditchdigger at all. They are just barely matching the supply of improved tiles to the rate of city growth. I see no reason to shift workers elsewhere and have these cities work unimproved tiles when they could be working farms and mines instead.

OK, I have another idea here. I don't think we should send a worker back in a galley here on T123 anymore. Let's analyse:

On turn 123 of the sandbox we have 4 workers in the area. Brick by Brick only needs 1 worker to finish off the tiles in its BFC. It needs 2 more mines. In 2 turns it will grow to work the one improved (but not worked) plains mine. If we start another mine with Apple on T123 it will be done in time for the next growth. Then Apple can also complete the last mine before the last growth.

Now at ditchdigger: what to do at this city? In my opinion, in the short term we should have this city double whip continuously from size 4 to size 2. In the long term, once we get communism it can become workshop heaven. But for now I think we can make better use of our worker resource at our other cities. Ditchdigger will still be useful for double-whipping out workers and/or a barracks and then catapults. The unhapinnes from slavery will not make much of a difference due to our high happy cap and hereditary rule.

If we do that, we only need to improve 3 tiles to farms. In order to spend as little time as possible working unimproved tiles, we can get that third farm finished with the other 3 workers in that area. And once that is finished (should be on turn 126), I think we leave the city for the time being on that configuration, sending the workers roading back towards the main empire. BTW, this road should go via the one tile on the north bank of the lake that is in BbB's BFC.
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(April 2nd, 2013, 14:34)sooooo Wrote: Now at ditchdigger: what to do at this city? In my opinion, in the short term we should have this city double whip continuously from size 4 to size 2. In the long term, once we get communism it can become workshop heaven. But for now I think we can make better use of our worker resource at our other cities. Ditchdigger will still be useful for double-whipping out workers and/or a barracks and then catapults. The unhapinnes from slavery will not make much of a difference due to our high happy cap and hereditary rule.

That sounds like the perfect use of that city.
I have to run.
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Does that account for us being out of slavery atm?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(April 2nd, 2013, 21:20)Qgqqqqq Wrote: Does that account for us being out of slavery atm?

Sure, ditchdigger is only at size 2 at the moment. We'll only be out of slavery until the end of the golden age.
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Outline for 2-pop whipping a theatre and a galley from Starfall:

T122: build theatre, 12/50 at eot
T123: switch to galley, 2/50 at eot
T124-126: build galley, to 8/50
T127: revolt to OR/Slavery, whip theatre, work corn, fish, oasis, mine, 2xscientist, theatre at 95/50, 10/32F
T128: overflow 36H to Globe, generate GS, 15/32F
T129: whip galley, generate GS, work corn, fish, oasis, mine, 2xscientist galley at 69/50
T130: overflow 23H 19H to Globe

On T126, Eastern Dealers should switch from library to a theatre, and it will whip the theatre on T127 (the last turn of the Golden Age.

The upshot of this plan is that we can start the Globe on T128, and that we get a galley that can start exploring on T130.

ETA: fix plan to account for later GS generation due to GA ending
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I like how we're starting to have separate miniplans ongoing at the same time. smile

Here's a straight Taj Mahal run like Sullla requested. Lib eot130, Taj Mahal eot144.

https://dl.dropbox.com/u/15215428/ISDG1/...ghtrun.zip

Changes for this turn, turn 122: Work a plains hill mine instead of a grass village in AO, bringing the Market build to 149/150 hammers. Horse Feathers can pick up the grass village.
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