Is that character a variant? (I just love getting asked that in channel.) - Charis

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Alright, I made it. It was actually pretty close, just a few beakers and one worker turn to spare.




Here's the plan (somewhat disorganized, but shouldn't be too hard to follow).

T79 Pyramids Run

T67
Worker from Bitter moves SW-W and cottages.
Two workers near HN cottage 1W of HN.

T68
Bitter completes library, continues axeman.
Three workers complete the cottage SW-W of Bitter.
Gold mine complete, workers start roading the gold.
Bitter works cows, corn, and the cottage.
WIFOM starts working the gold tile.

T69
Caipirinha completes worker, starts chariot.
Caipirinha works corn, pigs, and two cottages.
HN grows to size 4, works corn, wheat, deer, horses.
Bitter works cows, cottage, scientist.
BM grows to size 3, works cows, sheep, copper.
Workers near Bitter move SW-W and cottage.
Worker in Caipirinha moves to GFH north of WIFOM.

T70
HN completes library, starts chariot.
HN works wheat, deer, horses, scientist.
Bitter works cows, corn, cottage.
Two workers near BM move SE-SE and cottage.
Worker on GFH north of WIFOM roads.
One worker moves from gold 1S and roads.
One worker moves from gold E-SE onto a GFH.

T71
HN grows to size 5, works wheat, deer, horses, 2 scientists
Bitter grows to size 4, works cows, corn, cottage, scientist.
BM grows to size 4, works cows, sheep, copper, cottage.
WIFOM expands borders.
Both workers on GFHs near WIFOM road.
Third worker near WIFOM moves SE and starts farming corn.
Worker near BM moves SE-SE and cottages.
Two workers near Caipirinha move to GFH north of WIFOM and prechop.

T72
Research to 100%.
Bitter completes axeman, starts chariot.
Worker near Caipirinha completes cottage.
Capirinha starts fast worker, working corn, pigs, 3 cottages.
Worker on GFH SE of WIFOM finishes road.
Remaining four workers near WIFOM finish corn farm.
WIFOM starts working corn.

T73
HN starts settler, works wheat, corn, horses, deer, scientist.
Bitter works cows, cottage, 2 scientists.
Worker near Capirinha moves SW-SW-SE and roads.
Two workers road the hill SE of corn.
One worker starts roading the corn.
Two workers road and prechop the forest SW of WIFOM.

T74
BM grows to size 5 and completes library. Starts fast worker, working cows, sheep, copper, cottage, scientist.
Caipirinha switches to settler.
Two workers SW of WIFOM move onto deer and start camp.
Two workers move SE and road towards stone.

T75
Caipirinha switches to chariot.
Two workers road towards the stone.
Two workers road the forest 2E of WIFOM.
Two workers complete the deer camp.

T76
Caipirinha grows to size 6, whips settler. Works corn, pigs, FP cottagee
WIFOM grows to size 2, works corn and deer.
Bitter works corn, cows, cottage, scientist (preparing to grow).
HN works wheat, horses, deer, 2 scientists. Resumes chariot (or optionally continue settler).
One worker from deer moves N onto third ring forested hill.
One worker roads deer for 1t.
Two workers road the forest E-NE of WIFOM. Workers near stone prechop the GFH SE of WIFOM.

T77
Research to 20%.
Bitter grows to size 5, works corn, cows, cottage, 2 scientists.
HN works wheat, horses, deer, 2 scientists.
Caipirinha builds settler, overflows into worker.
Worker on third ring forested hill starts chopping.
Worker on deer moves NE and chops.
One worker SE of WIFOM moves SW-W and chops.
One worker SE of WIFOM moves SW-NW and chops.
Two remaining workers prechop forests 2E and E-NE of WIFOM.
Settler moves towards stone site.

T78
Research to 90%.
Discover maths, start masonry.
HN completes chariot, resumes settler.
WIFOM whips granary and works gold mine.
Workers keep chopping/prechopping near WIFOM.
One spare worker turn: e.g., cottage or deer road.
Settler moves towards stone site.

T79
BM expands borders!!
Oh and we discover masonry, settle stone, and chop the pyramids.
Note that newly built workers from BM and Caipirinha must take part in the chopping!
If you know what I mean.
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T67 sandbox updated with terrain from M3's screenshot: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
If you know what I mean.
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Good job Zakalwe. I'll follow this for now.

Few general things that might be worth exploring, if someone runs further sims:
* Would it make sense to try to settle stone city earlier and finish Masonry before Maths to so that WIFOM could put few turns of normal production to Pyramids? I suspect finishing and settling the city is so expensive that we won't get everything teched soon enough, but worth thinking nevertheless
* I see you've 0% tech round T76. Would it make sense to delay 100% tech from T71 to T72. e.g. BM is finishing its library on T74?
* You've roaded forested hills near WIFOM. Maybe those worker turns could be used for something else
* Masonry is a tech that might be pretty widely spread. We might be able to spare few beakers
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(November 27th, 2012, 07:09)plako Wrote: Good job Zakalwe. I'll follow this for now.

Few general things that might be worth exploring, if someone runs further sims:
* Would it make sense to try to settle stone city earlier and finish Masonry before Maths to so that WIFOM could put few turns of normal production to Pyramids? I suspect finishing and settling the city is so expensive that we won't get everything teched soon enough, but worth thinking nevertheless
* I see you've 0% tech round T76. Would it make sense to delay 100% tech from T71 to T72. e.g. BM is finishing its library on T74?
* You've roaded forested hills near WIFOM. Maybe those worker turns could be used for something else
* Masonry is a tech that might be pretty widely spread. We might be able to spare few beakers

Settling the stone city pretty much kills our gpt, so I think it makes sense to delay that until T79. Besides, this plan whips the settler on the turn that the capital's whip anger runs out, so that timing is nice.

I'll check the slider thing, but that probably works, yeah.

One of the forested hill roads is needed for the settler's passage. I think we probably need the other one, too, for worker movement. It's used as a pit stop for some of the workers arriving from the north, so the alternative may well be to waste worker turns, anyway. Besides, we don't really need the worker turns anywhere else. We're only working quality tiles and scientists throughout the plan.

Yeah, I'm hoping masonry will be a bit cheaper, but in any case we should be able to make it by working the gold on T78.
If you know what I mean.
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(November 27th, 2012, 07:09)plako Wrote: * I see you've 0% tech round T76. Would it make sense to delay 100% tech from T71 to T72. e.g. BM is finishing its library on T74?

Yeah, waiting until T72 to turn up the slider works, and is better. I edited the plan above to reflect this. Exact slider settings on T77-T79 are TBD, but we have a decent margin for error, it seems. I now came just one gold short of being able to work the corn instead of the gold on T78. HN also has a few turns of only running one scientist, so we could sneak in another scientist turn there at the cost of less foodhammers into its settler. (I did it that way to take full advantage of all the resource tiles while Bitter was happiness-constrained.)
If you know what I mean.
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(November 27th, 2012, 08:04)zakalwe Wrote:
(November 27th, 2012, 07:09)plako Wrote: * I see you've 0% tech round T76. Would it make sense to delay 100% tech from T71 to T72. e.g. BM is finishing its library on T74?

Yeah, waiting until T72 to turn up the slider works, and is better. I edited the plan above to reflect this. Exact slider settings on T77-T79 are TBD, but we have a decent margin for error, it seems. I now came just one gold short of being able to work the corn instead of the gold on T78. HN also has a few turns of only running one scientist, so we could sneak in another scientist turn there at the cost of less foodhammers into its settler. (I did it that way to take full advantage of all the resource tiles while Bitter was happiness-constrained.)

Isn't working the gold on T78 preferable anyway so you can fill the granary with food? Working a cottage instead of sheep in BM seems less desirable, anyway. smile
I have to run.
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Good point, I didn't think about filling up the granary, so we'll want to be working the gold on T78 anyway. BTW, the settler in HN is 2-whippable when we build pyramids, so we could whip it before the revolt. Of course, all 8 workers are in the south, so I'm not sure where we'd want to settle. Alternatively, it could slowbuild that settler to completion and then 3-whip another one.
If you know what I mean.
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One thing to remember is that we need to have Fast worker ready to be gifted on T81.
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The worker E NE of WIFOM can make it to the tile S SW of Pidgeons.
If you know what I mean.
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But does it need spare movement points to be gifted?
If you know what I mean.
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