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

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Micro Thread

I've been following. I think they don't have Library there yet so we're gaining. It matters a lot who gets to 40% 1st. Also TEAM is not 2nd best in culture so we can't see the situation through victory screen.
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Updated/tuned micro plan. Finished and worked the plains river cottage near the capital, rather than spending those worker turns on a partial deer camp. Also roaded and prepared to farm the grassland for the stone city, as that seems to be the least slow way to get it going. We'll get the stone city up and running by working the mine and building the workboat ASAP with the aid of a chop. Also tuned the builds and made sure we've got a worker ready for TEAM on T81. (2-whipped to overflow into the great wall.)

Plan:
T72
Research to 30%. 135 gold, +0gpt.
Bitter completes axeman, starts settler. Works cows, corn, 2 scientists.
Caipirinha switches to worker.
Two workers near BM move S and cottage.
Worker on GFH SE of WIFOM finishes road.
Remaining three workers near WIFOM finish corn farm.
WIFOM starts working corn.

T73
Research to 100%. 135 gold, -22gpt.
Two workers road hill SE of corn.
One worker roads corn.
Worker SE of WIFOM cottages 2W of WIFOM.
One worker near BM completes cottage.
Other worker near BM moves SE-SE and cottages.

T74
113 gold, -22gpt.
BM grows to size 5 and completes library. Starts fast worker, working cows, sheep, copper, 2 riverside cottages.
Caipirinha switches to settler, works corn, pigs, three cottages (plains river cottage completed this turn).
Worker near BM moves SE-SE and cottages.
The other worker on that tile completes the cottage.
Worker 2W of WIFOM moves N onto deer and roads.
Two workers road SE towards stone.
Corn road complete.

T75
91 gold, -22gpt.
HN completes monument, starts worker.
Caipirinha switches to chariot.
Two workers road the hill NE of stone.
Worker on deer roads.
Worker on corn moves NE-NE and roads.
One worker near Caipirinha moves S and cottages.
Other worker near Caipirinha moves SW-SW-SE and completes road.

T76
69 gold, -23gpt.
Caipirinha grows to size 6, whips settler. Works corn, pigs, FP cottage.
WIFOM grows to size 2, works corn and gold.
Bitter switches to monument (or something) to allow growth.
Worker 2E of WIFOM completes road.
One worker near stone moves to forested hill N of WIFOM.
Other worker near stone moves to forested hill 3S 1W of WIFOM.
Worker on deer camps for one turn.
Remaining two workers prechop the GFH SE of WIFOM.

T77
46 gold, -23gpt.
Bitter grows to size 5, works corn, cows, cottage, 2 scientists.
Horse's Neck switches to settler (to keep the worker 2-whippable).
Caipirinha builds settler, overflows into worker.
Settler moves towards stone site.
Worker on third ring forested hill chops.
Worker on GFH N of WIFOM chops.
Worker on deer moves NE and chops.
One worker SE of WIFOM moves SW-W and chops.
Remaining two workers chop forests 2E and E-NE of WIFOM.

T78
23 gold, -22gpt.
Discover maths, start masonry.
BM completes worker, starts e.g. chariot.
WIFOM whips granary and works corn.
Whip worker in Horse's Neck.
Settler moves towards stone site.
New worker from BM moves to NE of WIFOM and cottages.
All other workers keep chopping.

T79
1 gold
BM expands borders.
Discover masonry.
WIFOM works corn, builds pyramids.
Horse's Neck builds worker, overflows into great wall.
Settle On The Rocks, work hill, start granary.
Worker from Caipirinha chops forest SE of WIFOM.
Remaining workers chop remaining forests.
Two worker turns available in the north before gifting that worker on T81.
Pyramids complete EOT79.

T80
Revolt to representation.
Four workers mine the hill that is worked by On The Rocks. One worker moves to chop the forested hill NW-NW of the city.

Projected sandboxes:

T74: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
T75: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
T76: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
T77: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
T78: https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
If you know what I mean.
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At the stone city, did you compare whipping the work boat with mining the hill and chopping the forest 2NW of the city for a workboat? Actually getting the Fishing tech is another bottleneck, of course.
I have to run.
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That does come out ahead; I didn't think of that. So let's build the road on the hill, after all, and chop that forest. Also, let's build a monument instead of a barracks in Bitter. The marble city will have very strong production and could spit out the statue of Zeus, which requires three monuments.
If you know what I mean.
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Important: Please run 30% science on T72.

That way, we can double-whip the worker in HN on T78 and overflow into the great wall on T79. This is nice, because we also want to whip the settler for the marble city from HN, and finish the GW with the overflow from that. So this speeds up the marble city by one turn.

Sandbox T79 with this play:

https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
If you know what I mean.
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(misposted, moved to the macro thread)
If you know what I mean.
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Haven't run sims so a question to Zakalwe who probably has a good sense about this.

Bitter is running 2 Scientists and building settler. I would prefer to fire one of the Scientist and work the riverside cottage. It would cost us 4 base beakers during the next 4T. Would this ruin the timings?
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(December 5th, 2012, 03:25)plako Wrote: Haven't run sims so a question to Zakalwe who probably has a good sense about this.

Bitter is running 2 Scientists and building settler. I would prefer to fire one of the Scientist and work the riverside cottage. It would cost us 4 base beakers during the next 4T. Would this ruin the timings?

I think we need those beakers. Also, the GPPs are nice if we want to go the academy/great library route. Conversely, we don't need that settler anytime soon.
If you know what I mean.
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Updated sandbox T72:
https://dl.dropbox.com/u/49396026/rb/tro...dSwordSave
If you know what I mean.
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I did run the micro through and it is impressive work indeed. If I allocate 3 teams having Masonry, we can afford to work cottage in Bitter converting 4 beakers to 8 hammers. Main question is though, if we want Scientist as early as possible and based on Zak's later tests answer is probably that we do want him.
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