Your comments are very helpful.
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Microplan Potluck! Get feedback on your CIV early game.
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November 24th, 2013, 08:51
Posts: 3,680
Threads: 23 Joined: Oct 2012
Your comments are very helpful.
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November 24th, 2013, 09:04
Posts: 3,680
Threads: 23 Joined: Oct 2012
^ +1. You even give compliments too!
November 24th, 2013, 15:10
Posts: 3,898
Threads: 26 Joined: Apr 2013
Alright, here's my plan, so I can finally read all of these spoilered comments.
![]() It's such a nice map to roll btw, there seems to be so many options.
T0-1: Move + found on the banana for that 7t worker and all round excellent city location. Start researching Bronze Working. T2-7: Building a worker, switch to the Ivory when the borders pop, finish worker EOT7. T8: Start farming corn. Put 1t production into a Settler working the Ivory, 8/65. T9-10: Set build to warrior(2/10), grow on FP(8/14) T11: BW in, revolt to slavery. T12-14: Move worker to GFH to chop. Grow on farmed corn+FP to size 3(1/17), hammers into warrior(5/10). Research The Wheel. T15: Chop comes in, put it into the settler, work Ivory, Corn and silk forest for 41/65. Silk forest allows The Wheel to complete. ![]() T16: 1-pop whip Settler, road the Corn. Research Hunting. Work Ivory+Corn for 83/65 at EOT and 12h overflow. T17: Finish road, move settler 3W1S to riverside GH. Hammers into a worker, 22/40. T18: Found city 2, work Corn, grow on warrior. Start farm on FP adjacent to city. Whip the worker in the capital(46/40). T19: Capital starts a settler, working the Ivory, 20/65. Both workers farm. T20: Capital takes back corn, growing on warrior. City 2 grows on the completed FP farm(2/16 size 2). ![]() T21: Hunting complete, research Pottery. City 2 starts worker on farmed FP + FP (6/40). Capital grows(1/16) Move 1 worker to Ivory and start camping, the other to forest 1E of the capital and chop. T22: Capital takes both farms(10/16). City 2 continues worker(11/20). T23: Capital works FP farm+FP (16/16), warrior is at 9/10. City 2 starts warrior again, works corn and FP(9/16). T24: Chop comes in, camp complete. Capital works Ivory, Silk forest and plains hill forest for 53/65. Second city grows (17/16). T25: Capital works Ivory, silk, FP for 65/65 settler. Second city works 2 farms +FP for 21/40 worker. Pottery complete, start research on Animal Husbandry. Ivory worker puts a turn into a cottage on the FP SW of the capital, second worker starts road NE of capital. ![]() T26: Complete road, settler moves to jungle W of Ivory. Other worker moves to forest 1NW of that position. Capital puts 1h into a Granary, grows on both farms + FP, 10/17. City 2 whips the worker, working FP + forest(46/40). T27: City 3 founded, starts worker. New worker from city 2 moves toward dry corn and roads. Worker on forest roads also, last worker moves into city 3(wasted worker turn, but completing the copper mine 1t earlier, means the worker completes 1t earlier). Capital works both farms +Ivory, switches back to warrior (14/10h, 18/17f). City 2 works 2 FP, putting overflow into a worker(11/10). T28: Workers: start corn farm, finish road, start copper mine. Capital works FP, Ivory, silk, PHF for 20/65 into settler. City 2 grows on corn+FP farm(9/16) T29: Animal Husbandry finishes, start Writing. Both workers in the East complete the copper mine. Capital and City 2 exchange the FP farm for a FP. Capital settler 35/65, city 2 grows 16/16. T30: Whip settler in capital, work Ivory, silk, phf. City works both farms+FP, 22/40 into worker to whip next turn. Workers on copper mine move to the roaded forest and chop. Note the worker in city 3 comes out next turn as the chop is completed. ![]() My first instinct was to go pottery first, double worker and get the flood plains cottaged. That was ahead on gold and developed cottages, behind on hammers obviously. It doesn't seem easy to judge which is better but there are no really pressing techs next I think, so I think the extra development here wins out.
Sullla
Thanks, Sullla, for not only a highly readable writeup, but a video too! (November 22nd, 2013, 21:43)Sullla Wrote: Let me thank SevenSpirits for this idea, it was certainly a lot of fun to try.
Strategy thoughts Beijing’s location is excellent as mentioned before, and I like Shanghai as a second city spot for it. Guangzhou looks strong on paper, with plains hill plant, oasis, sheep and pigs, but I have several problems with it. 1) You found it with no worker labor nearby and none even on the way. 2) It’s far away and will be annoying to support with workers, roads, and defenders. 3) It doesn’t claim copper or horse. I’m unsure to what extent you and others misunderstood this versus just wanting to see how much you can optimize economically regardless, but the goal as I envisioned it is to come up with a plan in the sandbox that would be appropriate for a real game against humans. Building zero warriors (and not settling any strategic resources) is probably a bad idea here. It’s true that you can always modify the plan in-game when a threat appears, and in many cases you can avoid being in any existential danger. But in my experience, it works better to build in a bit more defense so you have a plan that probably won’t get screwed up. In other words, building warriors is less of a pain if you planned for it in advance. I’ve said this in an earlier response already, but I feel dubious about using chops so extensively, given that it’s quick speed. It might not be wrong, but I’d really want to look into other options for comparison. I do like the focus on cottages. While this start doesn’t have too much trouble getting the essential ancient techs, it looks like it’s going to hit a serious happiness wall pretty soon, and certain classical techs will become very desirable. Meanwhile, it’s a prince toroid, which seems gentle enough at first but really starts to wreck you in city maintenance pretty soon. Plus, we have two traits that enable fast expansion: it's important to support them with economy so we don't run ourselves into the ground. We shouldn't only focus on our strengths. Micro thoughts The way that the 2nd and 3rd chops line up to finish the settler is nice, and being able to build the appropriate road the turn after delights me. The first chop though seems pretty lame. It has no effect on the worker’s finishing time, nor the settler’s! (Without that first chop and leaving everything else being equal, you’d be 2h short. But not having to dump overflow hammers means you can grow immediately after finishing the worker, and therefore get one extra turn at size 3. That extra pop point nets you back your 2 hammers.) So I’d try to work on that part of the plan, and see if there’s something useful the worker could do then instead which will have greater long-term benefits. It’s quite possible to finish the warrior while growing to size 3, so I’d probably do that even though it does mean less food for growth to 4. (Maybe an even earlier warrior is called for; I guess it depends on the exact conditions of the game. But certainly, finishing this one warrior is a good thing.) Once Shanghai is founded, it only works a FP for the first 5 turns, while the corn is being used for hammers into a worker. It seems like using the corn for growth in Shanghai would be more valuable. Looking into options here might yield some nice results. The two workers who are soon sent over to farm Shanghai’s corn run into some inefficiencies: they have to road the corn afterwards and head back via the tile 2N of Shanghai - a non-shared river grassland which is pretty good but not ideal. If just a single worker went to farm that corn, it could return very easily simply by finishing the road NW of Shanghai, which would only be half-done as only one worker had to pass over it already. Depending on the exact changes, this wouldn’t even necessarily delay the corn farm, and could accelerate it. The earliest that a single worker could complete the farm is t27, and your plan completes it t28. t27 you can swap the FP cottage from Beijing over to Shanghai (replacing working the bare corn), and have Beijing work the ivory, which is a strict upgrade of +2 overflow hammers from the settler build. Regarding your comment at the end that you plan to whip both Beijing and Shanghai from 4 to 2: it seems unfortunate to be whipping them both at about the same time. Not only will they not be able to work all your good tiles immediately after doing so, but their whip cycles will be synced up in the future, assuming you do indeed continue whipping them at every opportunity, and the problem will repeat. Overall, a very nice start with two quick cities, and nice subsequent focus on throwing down cottages. But the efficiency of the plan slipped after you achieved your first goal of getting a second city down with two workers for support.
Posts: 1,683
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Comments on the comments of seven
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But growing the second city faster won't help as will grow into non improved tiles, that is why I didn't give him the corn, by working the farm in the 4 turns necessary to finish the cottage. I guess I didn't explain things well I did quite a bit of tile swapping ![]() I know that I didn't make roads but you see, I have to improve tiles doing the roads will indeed make the settlers to reach destination faster but won't let me to improve the tiles fast enough. Part of making the cottages early is because the cost in maintenance will be high(in the future) as I settle more cities, also my plan is the one that get more techs than the others I guess I'm the only one that get AH for the horses. I also didn't chop anything saving forest is crucial especially since the capital doesn't have many. Anyway this were some of my thoughts at the moment definitely there is room for improvement, the part for the warrior is something I over look. Krill I think is because that way you can borrow the corn, FP farm from the capital.
Krill
(November 22nd, 2013, 23:37)Krill Wrote: My comments:
I’m glad to see another video, and I appreciated the in-depth explanation of your reasoning behind every choice. Strategic thoughts Another SoB story. Good choice! Settling on banana is very strong. Tech path is good - I like that you build a few improvements first, and chop only right when it’s needed. The lack of settling for copper/horses, and lack of building any warriors, is questionable. I don’t like the location of Guangzhou compared to where a few other people placed a city, on the grass river hill. While the latter location doesn’t have first ring corn, the fact that it can share the improved food tiles of Beijing tends to make up for this IMO. It doesn’t require the extra road you built to hook up the trade route, it gets the freshwater health bonus later, and it’s easier to defend. In addition, its position ensures that you can always be working the 3 FPs despite Beijing whipping away pop every 6 turns. It does make some sense for your micro plan in particular - a very nice one - to have one of the two new cities have a resource that’s immediately improvable. However, I think some other pair of city positions (probably with one of them claiming copper) would be superior and the micro plan could be adjusted around the new positions. Micro thoughts This is one of the few cases where building the worker at size 1 before growing once the farm is done seems to help noticeably. I don’t think that worker gets done on the same turn if you grow first, due to how neatly the improved city food output provides 2 growths in 4t and the fact that there’s a 4-yield hammer-focused tile to work at size 1. However, it does come at the expense of not finishing the warrior, which dampens the victory a little bit. Opening up with farm-camp-road seems like a very solid start to me. I’ve already talked a lot about the benefits of roads the speed up settlers a lot. The way the workers coordinate to set up the double settler play, with each of the 2 new cities having appropriate worker support, is masterful. It would be nice to have at least one of the second/third cities be able to work a good food tile a bit sooner. Some potential ways to accomplish this include: 1) Settling to share existing food. 2) Settling to claim food that’s already in culture (not really possible with this capital). 3) Settling with 2 workers for immediate support. 4) Settling a resource like pig rather than dry corn, since it’s both faster to improve and worth more. I don’t see any good simple changes that would allow any of these options, and it’s not that big of a deal, but I think this plan does suffer a bit due to these cities having to work lame tiles 3-6 turns. I think in your video you lamented the fact that Shanghai wouldn’t get a trade route until the turn after the road was finished. I believe that this could be rectified by building the road before settling Guangzhou that same turn, as settling a new city will recalculate trade connections. Overall, very well-thought-out micro. I think the city placement could be better, and you know that you need to actually build military units and stuff. Very nice sim and I encourage everyone to watch the video!
November 24th, 2013, 20:33
Posts: 3,680
Threads: 23 Joined: Oct 2012
Seven, regarding your comments about military, I know I for some reason thought we were kinda supposed to ignore that. Oops ...
(November 24th, 2013, 20:33)TheHumanHydra Wrote: Seven, regarding your comments about military, I know I for some reason thought we were kinda supposed to ignore that. Oops ... Based on the number of people who assumed otherwise, it definitely seems like I wasn't clear about that, even though I thought it was obvious. My fault.
Plako
(November 23rd, 2013, 12:10)plako Wrote: My comments:
Strategic thoughts Banana is ideal as we know by now. I like the Shanghai location. Wouldn’t have thought of that since I was ogling those plains hills, but this has a distinct advantage in claiming both the nearby sheep as well as the great pig. And it resolves some of the logistical problems of that area by destroying the forest on its tile. It also lets you hook up sheep for Guangzhou before the city is even settled, which is great. I like how many workers you have, and with most of their time being spent building improvements. This seems to be a strength of your sim compared to others I’ve seen which had barely enough workers to not be dumb (not that that is not a valid strategy too). One thing I see less than I’d like, though, is cottages. It seems one detrimental effect of settling north towards the great AH food tiles is that the flood plains are out of the way and never got improved. This combined with the fairly high maintenance cost of Shanghai, and going Hunting only after AH, and of course the general high maintenance setup of the start and fast expansion bias of catherine, all contribute to your first classical tech (e.g. math) being quite a long way out. Hopefully it can be compensated for soon with the relatively large number of workers. (Yeah it's just 4 workers for 3 cities, but if you check other plans the workers are almost never getting to improve something that's not a resource or FP. Here they have time for that and are still ahead of growth in the northern cities.) One major issue left is of course getting some strategic resource. It’s not great that you don’t have one of the coppers settled yet, and in fact there’s an addition problem (perhaps a small one) due to the placement of Shanghai. It claims the only food resource that’s available to a nearby copper city. It’s true you can still settle e.g. on the jungle and get copper and share sheep, but this does retroactively lessen the value of that initial Shanghai placement. There is also the option of a farther-out city claiming a strategic resource but this is maybe too risky. Finally, the south copper spot which several people settled is still available, but that looks like it would take a while. And I will just briefly mention this time: more warriors sooner. ![]() Micro thoughts I like building the mine second thing. As I mentioned previously, it’s easy to forget mines are an option. Growing to size 3 quickly made good use of this mine. The worker micro to chop and then pasture the sheep is pretty clever. The fact that there’s a river connection to Shanghai is nice. It seems the north is being improved a tiny bit ahead of schedule while the capital (FPs + ivory) are not getting anything at all. Furthermore you’ll want to get 1-2 cities in that direction pretty soon and it would be easier if there were some worker presence there for a while beforehand. This is something I’d try to find a way to tweak. |